Mission Architect Reform and Nearly Limitless Potential for Added Value
Pretty nice writeup, I didn't read through the whole thing yet, but one thing I'd like to point out:
The system should automatically delete arcs that have 0 plays in the last 90 days. The system should automatically delete arcs that have an average rating of below 2.0 over a 90 day span. (Optional) The system should automatically delete arcs that are flagged ‘Farm’ (see above). |
Pretty nice writeup, I didn't read through the whole thing yet, but one thing I'd like to point out:
Replace "delete" with "hide from regular searches" and I'd be better with it. Just because someone hasn't played it, doesn't mean it's not valid. And you should always be able to play it by searching for its ID number. |
My debut arc: "Nothing to Worry About Nothing to Worry About [SFMA][HLMA][CFMA][HGMA] ID # 500325
My second arc: An Epic Tale: Clown Capers ID # 501562 Arc Forum Thread (Feedback/Reviews/Constructive Criticism Welcome)
Only read top half so far (lunch time), but I highly agree with the "Dev's Choice" comment. Either remove it completely or live up to the promises. Neglect isn't helping!
Suggestion I was going to make here soon:
So, we have Weekly Strike Tasks (and will probably later have Weekly Trials)
How about:
Weekly Architect Globals (random)?
Example:
During the month of July:
Week 1: Globals starting with @H
Week 2: Globals starting with @E
Week 3: Globals starting with @L
Week 4: Globals starting with @P
(Whoa, that was random!)
Not sure if Globals can start with numbers (never researched or seen it), but if not... that's 2x per year for your Global to be spotlighted with some kind of nice reward for both parties.
*edit narrowed and simplified*
I could kinda see a new button:
"Accept Random Task"
Accept Gump: Warning! You are about to accept a Random Task for Bonus Rewards. If you do not finish this Task, you will not be eligible for Bonus Rewards for another 20 hours! Upon accepting this Task, no new team members can be added. |
Choose Morality: Hero / Villain / Vigilante / Rogue / Neutral Choose Length: Very Short / Short / Medium / Long / Very Long |
I've got an idea on how authors could be awarded... but that'll hafta wait til later edit.
PEACE!
The content filter has been identified by Aeon as a bug that is in the process of being fixed, so I won’t devote too much time describing the problem here here other than to emphasize that it is essential that it be fixed and proposing a few solutions.
|
Players should receive an incentive for correctly reporting offending arcs – possibly an “Architect Guardian” badge and some sort of bonus. (Either a fixed number of tickets, for example, or a ticket multiplier of 1.05 for every X number of correctly reported arcs.) Care will need to be taken to prevent incentivizing the creation of violating arcs just to earn the reporting cookies – but coming up with creative solutions is what developers are paid to do. |
Never mind that incentive isn't really necessary. Reporting a problematic arc is very very easy. We have plenty of conscientious players in this game, the trick is to get them using the system so those arcs will be found, because if they are found you can bet they will be reported.
And my last point: trademark infringement is way way down on the list of problems plaguing AE. I have played literally hundreds of arcs in the last two years, and scrolled past probably thousands that I wasn't interested in playing. I have run into a grand total of three arcs that I have felt the need to report for copyright infringement.
A. Make architects want to generate quality content. |
If you’re not going to have the Devs actively participate in regularly choosing Dev’s choice arcs (once per month at minimum, rotating the developer who pics), then you need to scrap the Dev’s choice recognition. Let the players who earned a Dev’s choice keep their extra slot, but remove all references to Dev’s choice in the game. Having a system that is clearly no longer being utilized throws up a big red flag to players telling them that Architect Edition (and certain elements of the game in general) are being neglected. It’s a reminder of a broken promise. Either choose Dev’s choice predictably and reliably, or remove all mention of it henceforth. |
Hall of Fame: First, in order to vote, players must be required to play through the entire arc. It’s only fair, and will cut down on people 1-starring arcs out of frustration that they can’t find a glowie (not the designers’ fault) or that the arc doesn’t have some arbitrary component they were looking for so they quit playing. |
I. For consideration in a given month (February, for example), that arc must have been published during the month immediately preceding the month for which the award will be given (January, for example). |
IV. To integrate AE with more recent content, to grant a large influx of plays as a reward for winning Player’s Choice, and to incentivize playing in AE, playing through the previous month’s Player’s Choice Arc in AE should grant a one-time per month reward table that allows players to choose either a Notice of the Well, a Rare IO enhancement recipe, or a Rare Incarnate component as rewarded by the iTrials. |
Architects also need more robust in-game rewards for crafting quality arcs. A modest income of tickets for plays is not an acceptable reward – these people are breaking their necks to produce quality content. |
Architect merits should also be able to be exchanged (in whatever quantity the devs think is appropriate) for a reward table allowing the user to select from rare IO recipes, a synthetic hami-o, a notice of the well, or an incarnate component as produced by the iTrials. The cost for these elements can be chosen by the devs – but the point is, this would represent a huge incentive to generate good content. It would also not detract extensively from the popularity of the iTrials – not everyone has the skill or ability to generate five star worthy AE content. |
Minimal rewards keep people (more or less) honest.
That means it must be easy to find, plate and rate quality arcs and there must be a reason for doing so. |
Yes, it must be easy to find, play, and rate quality arcs, but anyone who doesn't already have a reason for doing so should just go back to farming iTrials, since that's ultimately what they really want to do.
TL;DR: Better rewards are not the solution to anything. Since most of your post focuses on improving rewards, I really have nothing more to respond to.
Eva Destruction AR/Fire/Munitions Blaster
Darkfire Avenger DM/SD/Body Scrapper
Arc ID#161629 Freaks, Geeks, and Men in Black
Arc ID#431270 Until the End of the World
Eva,
First, thanks very much for reading my post and for responding. I was hoping some of the frequent posters in this forum would come and weigh in, and I'm grateful you've done so.
Originally Posted by Eva Destruction
The tide of vitriol and rage is mostly, in my opinion, because this latest but is yet another straw on the proverbial pile, and it's taking way too long to be fixed for some people's tastes.
|
Emphatic NO. And again, NO. Mention "badge" and "incentive" in the same sentence and that changes to OH HELL NO. There should be no more badges tied to anything in the AE system. They will only be farmed. The devs tried to use badges to try to lure players into stuff they otherwise might not have wanted to do, and what happened? People who didn't want to do that stuff went out of their way to get their badges as fast as possible and never touched it again. NO BADGES. |
I think we need to figure out a way to tie badges to achievements you can't "do as quickly as possible and never touch again".
Here's what I'd like to do:
I'd like to tie badges and rewards to well crafted arcs and appropriate behavior. If you craft an arc that a lot of people genuinely enjoy, even if you "do it as quickly as possible and never touch it again" who cares - you made a great arc. Or if you achieve goals that move architect system toward what you and I are thinking about when we envision the ideal AE (for example, by honestly reporting legitimately infringing content), I'd like to see a reward tied to that.
The trick is how to provide positive incentives without playing into the hands of players who are "faking it" and gaming the system.
How do we get the system to recognize when players are doing what they ought to do, and when they are just forming a "five star rating club" so their account can get the "Made a Good Arc" badge?
That's the core problem undermining architect right now - finding a way to reward legitimate players and crafters without motivating farmers and speed-badgers.
Never mind that incentive isn't really necessary. Reporting a problematic arc is very very easy. |
Rather than treat every architect like a criminal, why not reward good players for doing the right thing? (If we can find a way to do it without having people exploit the reporting system to earn those carrots.)
Originally Posted by Eva Destruction
We have plenty of conscientious players in this game, the trick is to get them using the system so those arcs will be found, because if they are found you can bet they will be reported.
|
How do you propose we do that without some means of positive reinforcement?
And my last point: trademark infringement is way way down on the list of problems plaguing AE. |
They already do. Or rather, did. |
How do we bring in new people to breathe additional life (and quality content) into the architect system? What do you recommend?
"New shiny" arcs are often inferior to arcs that have sat around for a while and accumulated feedback. |
A balance needs to be struck between encouraging playthroughs of well established content and encouraging playthroughs of new content.
Right now, the balance is weighted too heavily toward encouragement of playing established content - if I build a new arc and don't promote it, it's liable to sit there for months with no plays.
That's not a whine - I realize it's on me to promote it - but new Architects will feel more encouraged if they get more plays earlier on in their newly built arcs. And more architects building quality arcs is a good thing.
Anything that lets the players choose which arcs will give out rewards will only result in more thinly veiled farms being made Hall of Fame/Player's Choice/whatever you want to call it. |
Did I not make that clear enough? *considers going back and editing...*
If my "farm button" is a bad idea, can you think of something better? I'm just trying to figure out some kind of solution, here.
Reward incentives must be removed from the equation entirely. Tickets are enough, for anyone who knows what to do with them. Add anything more, and people will only farm more. |
More people using a feature = Life for that feature.
NCSoft is a great company that cares about their customers - but they don't see "quality storytelling experiences for their players" - they see $$. They will direct the devs' time based on those features being utilized by the largest number of players - which means we have to find a way to motivate people to use architect edition for its intended purpose.
That means incentivizing participation in the right way while not incentivizing going through the motions just to farm stuff.
If you need more in-game rewards to create arcs you probably shouldn't be creating arcs. |
The way we avoid bringing in an influx of crappy storytellers is we only reward the telling of good stories. (Player's choice system + Farm button.)
But enough people have enough friends to get their crap arcs 5-starred. And everybody has the ability to create an "I 5-starred yours, now 5-star mine" bind. |
Can't think of any other solution off the top of my head.
Minimal rewards keep people (more or less) honest. |
Yes, it must be easy to find, play, and rate quality arcs, but anyone who doesn't already have a reason for doing so should just go back to farming iTrials, since that's ultimately what they really want to do. |
TL;DR: Better rewards are not the solution to anything. Since most of your post focuses on improving rewards, I really have nothing more to respond to. |
My debut arc: "Nothing to Worry About Nothing to Worry About [SFMA][HLMA][CFMA][HGMA] ID # 500325
My second arc: An Epic Tale: Clown Capers ID # 501562 Arc Forum Thread (Feedback/Reviews/Constructive Criticism Welcome)
My debut arc: "Nothing to Worry About Nothing to Worry About [SFMA][HLMA][CFMA][HGMA] ID # 500325
My second arc: An Epic Tale: Clown Capers ID # 501562 Arc Forum Thread (Feedback/Reviews/Constructive Criticism Welcome)
I'd like to tie badges and rewards to well crafted arcs and appropriate behavior. If you craft an arc that a lot of people genuinely enjoy, even if you "do it as quickly as possible and never touch it again" who cares - you made a great arc.
|
How do we get the system to recognize when players are doing what they ought to do, and when they are just forming a "five star rating club" so their account can get the "Made a Good Arc" badge? |
Rather than treat every architect like a criminal, why not reward good players for doing the right thing? (If we can find a way to do it without having people exploit the reporting system to earn those carrots.) |
How do we bring in new people to breathe additional life (and quality content) into the architect system? What do you recommend? |
That's not a whine - I realize it's on me to promote it - but new Architects will feel more encouraged if they get more plays earlier on in their newly built arcs. And more architects building quality arcs is a good thing. |
And as long as anyone with an active account can publish pretty much anything they want, that's not going to change. Farms are only the most controversial of the dross. There are a lot of arcs clogging up the search right now that are just simply crap.
How do we breathe life back into AE without rewarding players for playing? |
Maybe. But I suspect there are some folks who are good authors out there but who are trapped on the iTrial hampster wheel - who could make seriously good quality stories with the proper motivation. |
Then how do we lure more players to AE, thereby directing the Devs' attention to the AE feature as something that deserves to be preserved and improved? |
Eva Destruction AR/Fire/Munitions Blaster
Darkfire Avenger DM/SD/Body Scrapper
Arc ID#161629 Freaks, Geeks, and Men in Black
Arc ID#431270 Until the End of the World
I'm flashing back to this thread.
One of its conclusions: the devs broke it, the devs have to fix it. The community has already gone above and beyond on this.
Current Blog Post: "Why I am an Atheist..."
"And I say now these kittens, they do not get trained/As we did in the days when Victoria reigned!" -- T. S. Eliot, "Gus, the Theatre Cat"
Ok....I don't generally judge people by their join date, but in this case it is relevant. It means that, unless this is a second account, you missed the ratings griefing and "5-star cartels" that directly resulted from badges being awarded for having other people positively rate your arc. Those badges were removed for a reason. They didn't incetivize creating quality content that people genuinely wanted to play, they incentivized convincing people to pretend they liked whatever crap you put up there. Did a few people actually make an effort to create something others would enjoy, listen to feedback, and make tweaks to try to actually earn those badges? Yes. Did other people make binds along the lines of "Great arc! 5 stars! Try out mine, ID #XXXXX, if you'd like to return the favor?" Hell yeah. Badgers want badges, and many of them don't care how they get them.
|
The first step is identifying the problem.
Now, either we come up with a way to fix it, or it's doomed to be neglected by the Devs.
The Devs absolutely have to implement the solution - but it would be nice if we could think up a functional suggestion for them. We've got a lot of brain power we can reach out to here, so it's worth considering.
You don't think a system for reporting the five star cartels would work at all? (Perhaps you can enlighten me as to the history of such attempts?
Because "good players" don't need a reward for doing the right thing. If you tie a reward to it, you first need someone to do the wrong thing in order to reward someone for doing the right thing. |
I can see your point there - perhaps rewards for reporting aren't sensible.
"We" can't. We've tried. If by "we" you mean "the devs," stop breaking things would be a good start. |
The Devs respond to our needs, inasmuch as our needs dictate their profits.
Things are already broken - so we need to identify those things, recommend fixes, and ask loudly enough that it's made a priority. That was my goal with this thread -to do something productive with my time rather than complain.
I don't doubt that it's been tried before - but I think this is our last shot, if it's not too late already.
The key to drawing their Devs' attention is making the Mission Architect a viable option for a large section of the playerbase again. We're talking 40% or more playing MA when they log on.
That's a tall order.
I'm trying to figure out how to get that done.
The Devs have pretty strong motivation to implement a working MA system if we can convince them of it - limitless free content is a pretty sweet deal from their point of view.
We just have to come up with workable solutions to the issues that don't require gobs of time and money.
Ongoing attention, even if it's something so minor as a dev's choice every few weeks, would be a third. |
Any solution we come up with needs to be self-sustaining once it's implemented. Otherwise, it can be screwed up by neglect - and we're right back to bases.
New architects would get more plays on new arcs if the system wasn't a bloated mess of farms, "tests," abandoned arcs and utter dross. |
If I'm looking for something to play, I can click "most recent" and "0 ratings" and start from the bottom and maybe, MAYBE around page 20 or so I'll find something that looks playable. Or I can come here and see that oh, Policewoman created a new arc, I'll try that one out. |
Solutions?
If it's fun, they will come. There are arcs out there with plays in the double digits |
Rewards aren't the be-all and end-all of gaming for some people. |
Combine the grind-motivating rewards from an iTrial with the endless novely of MA and you have a recipe for success. We just have to figure out how to solve the problems and then sell those solutions to the Devs.
Even while you're waiting for an iTrial. |
First, we have to direct the Devs' attention to AE. The people who love the feature and want it to succeed can't bring the casual users over. They've tried. |
I can't think of a better alternative - and a fatalistic attitude strips me of any power to change the situation, so I'm not ready to go there yet.
My debut arc: "Nothing to Worry About Nothing to Worry About [SFMA][HLMA][CFMA][HGMA] ID # 500325
My second arc: An Epic Tale: Clown Capers ID # 501562 Arc Forum Thread (Feedback/Reviews/Constructive Criticism Welcome)
I'm flashing back to this thread.
One of its conclusions: the devs broke it, the devs have to fix it. The community has already gone above and beyond on this. |
My debut arc: "Nothing to Worry About Nothing to Worry About [SFMA][HLMA][CFMA][HGMA] ID # 500325
My second arc: An Epic Tale: Clown Capers ID # 501562 Arc Forum Thread (Feedback/Reviews/Constructive Criticism Welcome)
You don't think a system for reporting the five star cartels would work at all? (Perhaps you can enlighten me as to the history of such attempts?
|
The history basically goes like this: When AE was first introduced, there were badges for achieving Hall of Fame, and badges for getting X number of plays. Members of a certain popular badge site which shall remain nameless decided to help each other get these badges. There was a tag they added to their arc descriptions, so they'd know which arcs they should be 5-starring. Some even went above and beyond, sending copy/paste "I 5-starred yours, please 5-star mine" messages to other authors. I speak from personal experience here; my husband and I got the exact same "feedback" on our arcs, from a well-known badge hunter.
Then the badges were removed. Problem solved.
Things are already broken - so we need to identify those things, recommend fixes, and ask loudly enough that it's made a priority. That was my goal with this thread -to do something productive with my time rather than complain. |
No, but sadly, they are for most people. Some kind of shiny to work toward is what keeps people coming back to the trough, playing the content for endless hours. Look at the iTrials for an example. Combine the grind-motivating rewards from an iTrial with the endless novely of MA and you have a recipe for success. We just have to figure out how to solve the problems and then sell those solutions to the Devs. |
I can't speak for everyone here, but what's my target audience, as far as the "casual player" goes? For one, the guy who's sick of all things Praetorian. Or the guy who is two bars from level 45, and doesn't want to open up another contact. Or the guy who hits level 30 for the 30th time and realizes he's done all the level 30-35 arcs 30 times and wants to play something new. Or the guy who wants something fun to do when he gets the day off work and none of his friends are online. Or the guy who is disappointed with the direction the dev-created arcs are taking and wants an alternative. These hypothetical guys, they're awesome, because they're not obsessed with getting the new shinies first, or being the most uber on their server, they just want to do something fun, and make some character progress while they're at it. These are they guys we need to "convert," and you do that by making it fun. As for the "I don't care what I do as long as I get the best rewards" guys? They. Want. Farms.
Eva Destruction AR/Fire/Munitions Blaster
Darkfire Avenger DM/SD/Body Scrapper
Arc ID#161629 Freaks, Geeks, and Men in Black
Arc ID#431270 Until the End of the World
Got a couple of questions though.
There was a tag they added to their arc descriptions, so they'd know which arcs they should be 5-starring. |
Now, I suppose all they'd have to do is move the five star club to an off-site message board and post the arc names there...
Some even went above and beyond, sending copy/paste "I 5-starred yours, please 5-star mine" messages to other authors. I speak from personal experience here; my husband and I got the exact same "feedback" on our arcs, from a well-known badge hunter. |
I could see a properly functioning reporting system reducing the population of badgers to,
1. People who are dedicated enough to work out some sort of off-site message board.
2. Groups that only coordinate amongst themselves, as it would be too risky to go ask random players for help due to the reporting function.
The question I have is, would this reduce the number of badgers/5-star clubbers to a small enough population size to be inconsequential. (The same reason the "merits for reporting" might not work - not enough violators to worry about.)
It's been done. Over and over again. Suggestions have been made. They've all been ignored by anyone who could actually do anything about it. Now, I understand where you're coming from, because I was once coming from the same place; maybe if I hit this wall with my head hard enough, it might break. But after having been at it for two years, and having made nary a crack, most of us have a splitting headache and are pretty much ready to say "you know what? We ain't breaking down this wall." |
Why would the rednames conspire to neglect a feature so aggressively? At some point, it becomes more work to ignore than it is to just implement a few fixes.
Especially when, once those fixes are implemented, the system remains hands-off (or becomes more hands-off than it already was).
Now of course the "I want rewards" and the "I like the story" playstyles aren't mutually exclusive, as I was once wont to point out in obnoxiously colored capital letters, |
If architect worked the way it ought to work, more people would participate.
I know sites that work using premises similar to those I've described. They have their flaws - their five star mafias and their popular players - people who get voted 5 stars just because of their name, rather than the quality of the content.
But you know what? Thousands and thousands of people use that system daily. They play the content. They rate the content. They consume the stories. They communicate.
I'm not trying to create a system that is free of problems - any system will have flaws.
I'm trying to encourage the devs to return MA to being something fun for the majority of players - something worth maintaining and adding features to.
Right now, it's something broken, neglected, and largely unplayed. That thread Venture directed me to was essentially all the people whose opinions I've come to respect the most while lurking expressing the desire to abandon MA.
Something needs to change.
I'm not saying my proposed solutions are ideal. I'm saying they're better than where we are now.
Farm flagging will allow those people who want farms to go pursue their farms, and it will remove those farms from eligibility for consideration on Player's Choice and HoF.
Incentives will motivate some players and some architects who otherwise wouldn't to participate in the system - and among those, there will be good players and good architects who will discover or re-discover the system.
You and I may disagree on the solutions - but I think we have similar goals.
And I don't think it can hurt to scream at the rednames one last time.
The only other alternative is to give up - which I see some of you have, as you're planning to let your subscriptions lapse.
All I'm asking is that you spend the final few weeks or months giving them hell.
I can't speak for everyone here, but what's my target audience, as far as the "casual player" goes? For one, the guy who's sick of all things Praetorian. Or the guy who is two bars from level 45, and doesn't want to open up another contact. Or the guy who hits level 30 for the 30th time and realizes he's done all the level 30-35 arcs 30 times and wants to play something new. Or the guy who wants something fun to do when he gets the day off work and none of his friends are online. Or the guy who is disappointed with the direction the dev-created arcs are taking and wants an alternative. These hypothetical guys, they're awesome, because they're not obsessed with getting the new shinies first, or being the most uber on their server, they just want to do something fun, and make some character progress while they're at it. These are they guys we need to "convert," and you do that by making it fun. As for the "I don't care what I do as long as I get the best rewards" guys? They. Want. Farms. |
My debut arc: "Nothing to Worry About Nothing to Worry About [SFMA][HLMA][CFMA][HGMA] ID # 500325
My second arc: An Epic Tale: Clown Capers ID # 501562 Arc Forum Thread (Feedback/Reviews/Constructive Criticism Welcome)
Oh yeah, I saw someone mentioned this in the thread wondering why no one had made a post similar to this before. They have.
Oh yeah, I saw someone mentioned this in the thread wondering why no one had made a post similar to this before. They have.
|
My debut arc: "Nothing to Worry About Nothing to Worry About [SFMA][HLMA][CFMA][HGMA] ID # 500325
My second arc: An Epic Tale: Clown Capers ID # 501562 Arc Forum Thread (Feedback/Reviews/Constructive Criticism Welcome)
I enjoyed the read and will be encouraging the Devs and others to check out this thread.
I have sent notices to all the rednames listed at the end of my post and have tweeted to Positron.
No response from on high so far.
[Note: I have had discussions with customer service/GMs - as I've noted in the "Copyright/Profane Question" thread. Aeon has also posted in that thread, indicating that the filter problem is being worked on.
However, no developer has thus far acknowledged that this thread exists.]
My debut arc: "Nothing to Worry About Nothing to Worry About [SFMA][HLMA][CFMA][HGMA] ID # 500325
My second arc: An Epic Tale: Clown Capers ID # 501562 Arc Forum Thread (Feedback/Reviews/Constructive Criticism Welcome)
Some good ideas here. I have recently become more active in CoH again, but I have little incentive to get back into writing MA Arcs, even though I enjoy creating them. The problem is, every time I have this great idea about a custom group or custom enemy that I want to create, I get discouraged by the fact that I must either make them too tough for a good chunk of the playerbase, or else they will be subpar on the rewards side causing a different segment to complain.
Give incentive to players to play the content and that's 75% of the incentive for most to create the content.
Of course, the search interface needs serious help as well.
The problem is, every time I have this great idea about a custom group or custom enemy that I want to create, I get discouraged by the fact that I must either make them too tough for a good chunk of the playerbase, or else they will be subpar on the rewards side causing a different segment to complain. |
I know that "one" next power really isn't worth the reward for 10% boost sometimes...
I'm finding myself echoing Eva somewhat - at the very least in attitude about some things.
I've gone, personally, from a huge proponent of AE (after all, I wrote up HOW many guides as a "tutorial" for it at AE launch?) to... well, I use it for inspirations. I just can't be bothered to write something, test it, and have it sink down underneath the next thousand "farm4xp" "gudxp" and whatnot. It's like being a trained chef, making an exquisite meal, and having people walk by and say "ooh, mcdonalds! Let's go there!"
The devs have lost interest.
It's also something I've said about *many* things. For most devs I still think my description of them as "Hyper little dog in a room full of bouncing balls" fits. "Ooh, look, over there, the AE ball, ooh, PVP change, ooh, Incarnate system, ooh, look, IO sets, ooh, new, chasedaball, ooh shiny!" Meanwhile the balls they touched are rolling off to the corner somewhere, slow, no longer interesting but covered in slobber and picking up dirt.
Or, to quote (I'll say paraphrase, as it's from memory, and while it's showing a bit of "missing the point" on revisiting old zones, I think it's a telling statement,) "We don't want to redo old, we want to give you new." Not "We don't JUST want to," but a flat "We don't want to." With an attitude like that *at the top,* what are the chances of getting them to look at "old" systems?
Bigger picture -
I need to see an attitude change OVERALL in the dev team before I can really let myself get excited over AE (or, well, most any other new system) again. I need to see them really COMMIT more than a few months lip service, at best, to a system. I need to see them say "We've heard the problems with PVP, we have datamined, we're taking these steps over the next 6 months as phase one to recitfy this, after which we data mine and take phase 2...." I need to see "Yes, the base editor is getting an overhaul. New items are getting added, and we're going to adjust scale of both size and price." I need to see "We're giving Dev Choice and Players Choice their own tabs, giving people more slots, actually paying attention to farms and promoting arcs regularly." I need to see "We're retiring old IO sets to vendors and updating new ones with what we've learned."
If I see sudden dev interest in AE, the way I see it now, I assume one of two things: One, there's an exploit they're about to smack everyone for, or two, that interest won't last out the month.
One side note, you mention earlier you doubt they have the manpower.
I almost think the studio should be trimmed more. They seemed to have more drive and energy at 15 people than they do at 60+. Maybe it's more meetings dragging things down, I don't know.
Yes, I'm cynical. It's because I was such a booster of this at launch, backed the devs even with the Posinerfs, and had such high hopes - just to see this fall into such an incredibly sad state. I don't post in here much. It's ... rough, to do so, and realize all the broken promises and wasted potential.
I'm finding myself echoing Eva somewhat - at the very least in attitude about some things.
I've gone, personally, from a huge proponent of AE (after all, I wrote up HOW many guides as a "tutorial" for it at AE launch?) to... well, I use it for inspirations. I just can't be bothered to write something, test it, and have it sink down underneath the next thousand "farm4xp" "gudxp" and whatnot. It's like being a trained chef, making an exquisite meal, and having people walk by and say "ooh, mcdonalds! Let's go there!" The devs have lost interest. It's also something I've said about *many* things. For most devs I still think my description of them as "Hyper little dog in a room full of bouncing balls" fits. "Ooh, look, over there, the AE ball, ooh, PVP change, ooh, Incarnate system, ooh, look, IO sets, ooh, new, chasedaball, ooh shiny!" Meanwhile the balls they touched are rolling off to the corner somewhere, slow, no longer interesting but covered in slobber and picking up dirt. Or, to quote (I'll say paraphrase, as it's from memory, and while it's showing a bit of "missing the point" on revisiting old zones, I think it's a telling statement,) "We don't want to redo old, we want to give you new." Not "We don't JUST want to," but a flat "We don't want to." With an attitude like that *at the top,* what are the chances of getting them to look at "old" systems? Bigger picture - I need to see an attitude change OVERALL in the dev team before I can really let myself get excited over AE (or, well, most any other new system) again. I need to see them really COMMIT more than a few months lip service, at best, to a system. I need to see them say "We've heard the problems with PVP, we have datamined, we're taking these steps over the next 6 months as phase one to recitfy this, after which we data mine and take phase 2...." I need to see "Yes, the base editor is getting an overhaul. New items are getting added, and we're going to adjust scale of both size and price." I need to see "We're giving Dev Choice and Players Choice their own tabs, giving people more slots, actually paying attention to farms and promoting arcs regularly." I need to see "We're retiring old IO sets to vendors and updating new ones with what we've learned." If I see sudden dev interest in AE, the way I see it now, I assume one of two things: One, there's an exploit they're about to smack everyone for, or two, that interest won't last out the month. One side note, you mention earlier you doubt they have the manpower. I almost think the studio should be trimmed more. They seemed to have more drive and energy at 15 people than they do at 60+. Maybe it's more meetings dragging things down, I don't know. Yes, I'm cynical. It's because I was such a booster of this at launch, backed the devs even with the Posinerfs, and had such high hopes - just to see this fall into such an incredibly sad state. I don't post in here much. It's ... rough, to do so, and realize all the broken promises and wasted potential. |
EDIT: As an aside I DO agree with you that we DO need more people playing the AE before NCSOFT (note, not he devs) takes it seriously enough to give the devs more money to fix it.
I DISAGREE with Eva that people seeing 2-5 patch notes a week about bug fixes or new features or a new Dev's Choice arc will get folks to play the AE more to anything significant. Double digit plays is NOT significant in this era of our NCSOFT-booster packing loving overlords.
There need to be better incentives to get the right people and good authors using the AE again.
Ofcourse it's the chicken and the egg problem that exists with PVP and bases also. Not enough people use it so not enough resources are given to improve those features. And since not enough improvements are made to those features (not enough resources devoted to them) not enough people use them! If you can solve that I'll give you a cookie.
Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!
Such a list would be largely automatable solutions that once implemented would increase incentives for both players and mission architects and would be sustainable in the long term with minimal maintenance over what is already being done.
Ideally, that thread would include links to a list of rednames who could be contacted and encouraged to read it in the hopes that a few of them might pick it up as a side project one month, bang out a few of those fixes, and see if it revitalizes the system.
In a perfect world, those who believed in the utility of those suggestions would participate in creating a groundswell of encouragement directing NCSoft (and by extension, the devs) to attend to the requested fixes in a timely fashion.
....That's the best solution I've been able to think of. Frankly, given the current level of success (not a whisper from the devs and a lot of understandable skepticism from a jaded AE community), I don't think it deserves a cookie...
...but I'm open to hearing a better solution.
What I'm not ready to do quite yet is throw my hands up and go run another iTrial.
My debut arc: "Nothing to Worry About Nothing to Worry About [SFMA][HLMA][CFMA][HGMA] ID # 500325
My second arc: An Epic Tale: Clown Capers ID # 501562 Arc Forum Thread (Feedback/Reviews/Constructive Criticism Welcome)
It's also something I've said about *many* things. For most devs I still think my description of them as "Hyper little dog in a room full of bouncing balls" fits. "Ooh, look, over there, the AE ball, ooh, PVP change, ooh, Incarnate system, ooh, look, IO sets, ooh, new, chasedaball, ooh shiny!" Meanwhile the balls they touched are rolling off to the corner somewhere, slow, no longer interesting but covered in slobber and picking up dirt.
|
In case this thread, despite the existence of many other threads, does get noticed or responded to, I'd like to contribute the following:
There's one thing that really keeps me and some of my friends from playing and creating arcs in the AE, and that is the theme. I want to be able to use the actual world when making an arc, and be in the actual world when playing an arc. I don't want my superheroes to be playing a VR game created by two supervillains, and I don't want my stories relegated to that either (though I did make one story that specifically is a VR game in an attempt to roll with it, but that isn't something I want to have to repeat).
I also don't want to stand in the same spot for all of the missions-- I like the travel time. It helps make it feel like the missions matter and are in actual places. I don't like being sent from the Shadow Shard to Atlas Park and back, but being sent to various relevant locations in a zone, or to a couple of different zones with good reason helps with immersion, instead of just stepping into the glowing yellow pillar.
I know that the intent of the theme is to separate player-made content from developer-made content, but I think that is something that should be done via the User Interface, not a game-world theme. The player needs to be aware that they are playing user-made content, the character should be completely unaware of it.
Ideally, this would be done through the contact interface. Add a tab, like the tips tab, for user created content, and have that tab contain a radio/newspaper like "contact" for the MA Search interface, and your MA contact below it. In the Nav window, have a symbol that represents that the arc is a player-created arc.
Also, I'm 100% in agreement with Eva about the badges. I don't want a repeat of that, and trying to "police" cartels will be a Customer Service nightmare for NCSoft.
Please try my custom mission arcs!
Legacy of a Rogue (ID 459586, Entry for Dr. Aeon's Third Challenge)
Death for Dollars! (ID 1050)
Dr. Duplicate's Dastardly Dare (ID 1218)
Win the Past, Own the Future (ID 1429)
Mission Architect Reform and Nearly Limitless Potential for Added Value
Revised and Updated 06/02/2011
Time to revise and update this thread. The original post (for archival purposes) is on a later page in this thread: LINK
Introduction / Thesis Statement
Replay value is the lifeblood of an MMO.
“Grind” is one way to achieve replay value – but it leaves many players disenchanted, tends to drive people away, and reduces the diversity (read: appeal) of the player experience.
User generated contact, conversely, is a limitless well of replay value – both for those generating content and those playing it – and it is limitlessly diverse.
Thesis statement:
* Is unique to the CoX experience.
* Represents nearly limitless potential for added value to the property through the constant generation of free high-quality content.
* Gives NCSoft a competitive edge in the marketplace.
* Is populated by an active, vital, interested, and growing community of users.
Just as it is (and should be) an important priority to Update Legacy Content and Zones, it is also critical to update and maintain legacy systems like AE.
There are a number of straightforward, low-maintenance fixes with minimal post-implementation time investment required that would greatly improve, expand, and revitalize the player experience.
We believe that Architect Edition is a worthy candidate for an update, and should be attended to in the next earliest possible content update.
How active is the AE community?
* We have built websites – that are still active and in use - dedicated to playing and reviewing arcs, like @El Furioso’s City of Heroes Mission Review
* We have players regularly producing video reviews and playthroughs of AE content and posting them to Youtube – thereby creating free, crowdsourced marketing for CoX properties on other websites. See Bubbawheat’s “On your M-Arc” Thread and Youtube Account.
* We have players and groups working on innovative ways to continue to improve the Mission Architect gameplay experience. See @SupaFreak’s Operation: Integration thread.
* We have player groups actively creating and promoting events, in some cases scheduling events that rotate between various servers and in other cases sponsoring contests for the generation of quality content. See @BackFire’s
Ænvasion thread and The American Legion’s Monthly AE Author Contest.
* Players continue to play, review, and promote other players’ arcs. See ArrowRose’s Excellent Arcs thread and GlaziusF’s CoHMR Aggregator thread.
* Since the inception of Mission Architect, AE players have generated a tremendous volume of content:
(Thanks to Dragon_Surge for pointing the image out to me and Kotaku for the original infographic.)
Not to knock anyone else – but I challenge you to find another community in the CoH environment that generates as much free content, free advertising, discussion about the game, and interaction among the players as Mission Architect.
Problems and Solutions
So what’s the problem?
As great as it is, the current level of activity in AE is only a fraction of what it could be and is representative of the tenacity, dedication, and frankly, patience of this valuable group of creative players.
A quote from respected MA community member and Player’s Choice winner, @PW (PoliceWoman):
And the only time the AE gets any real attention is for the exploits. I'm sure everyone knows the term "monkey farm", but how many people know the term "Teen Phalanx Forever"? Even doing something to highlight the best arcs of the year has largely been ignored, when the year before it was a rousing success. Even the third Aeon Challenge, the last dev-supported event only created a single new Dev Choice arc, when the last two challenges created three. And those challenges have been the *only* source for new Dev Choice arcs recently. Where's the incentive?
What keeps you away from AE arcs?
Hall of Fame Requirements Need Revisiting
Copyright/Profane Question
Bubbawheat's Mission Architect Issues List
Mission Architect Feature Suggestions
Looking (very-unscientifically) through the player responses to the first four pages of Bubbawheat’s thread:
What keeps you away from AE arcs?
I see the following (Complaint - Number of times it’s mentioned in pages 1 – 4)
Poorly written/poorly designed arcs – 20
Search function is difficult to use effectively – tough to sort wheat from chaff. 20
Too many farms/exploits/exploiters – 14
MA rewards are inferior (No shards, No threads, Lower XP, No Purples, etc.) – 14
Arc Rating System is Flawed – 11
Architect is a “game within a game” – 5
Developer content outcompetes MA content – 4
Patches/filters kill arcs – 4
Author interface is poorly designed - 4
Too many dead arcs – 3
Nothing is wrong! – 1
No incentive to write arcs – 1
The whole system is poorly implemented – 1
Of these 101 complaints, fully 68% could be fixed by changes to the arc search and review system – add reasonable incentives for properly reviewing arcs, and you could fix over 80% of player complaints.
Search and Review, Arc Recognition, and Ratings Systems Fixes
We need to fix the system we use to recognize architect achievement and make it easier for players to find good arcs.
I propose the following measures to help players sort good arcs from the ‘dross’:
I. Farm Flagging
90% Automatable – Minimal Paragon Staff Attention Required after Implementation
When architects create an arc or when players rate an arc, there should be a radio button that they can click to indicate the arc is a farm. If a given arc accumulates over 50 unique “farm” votes, or if the mission architect flags the arc as a farm, the arc is flagged “farm”.
Farms should be hidden from the MA interface unless a player specifies they are searching for Farms by clicking a toggle in the search window. Farms should also not be eligible for "Hall of Fame" or "Player's Choice" awards.
Players who wish to farm could still search for farms simply by clicking an “include farms” radio button. If you really want to cater to the Farming community, you could create a “Farmer’s Choice” award available only to arcs flagged as “Farm”.
Letting Farmers search for Farms and hide story arcs would stop quality story-driven arcs from getting voted down just for not being farms.
Alternately, farms could just be deleted outright by the automated system.
Paragon Staff Post-Implementation Involvement: Enforcement:
Misusing Farm Flagging to grief legitimate non-farm arcs should be an offense like griefing or obscenity that is a bannable / MA privs revocation sort of offense.
II. Remove Arc Clutter (Thanks to Sister_Twelve for the core idea for this point):
100% Automatable – No Paragon Staff Attention Required after Implementation
The system should automatically delete or hide from searches any arcs that have 0 plays in the last 90 days.
The system should automatically delete or hide from searches any arcs that have an average rating of below 2.0 over a 90 day span.
The ‘Work in Progress’ distinction should be removed. If an arc is a “Work in Progress”, it should be local – not published. All ‘Work in Progress’ arcs should be hidden from the search at a minimum and possibly deleted.
The only arcs visible should be “Looking for Feedback” (which should be a tool authors can use to get opinions from friends/forum members and should be open to comments, but should have no star ratings attached) and “Final”.
III. Revise the Ratings System
100% Automatable – No Paragon Staff Attention Required after Implementation
When an author clicks the “Final” button, this begins a period of time governed by an automatic counter (a week? Two weeks? A month?) during which that arc is “Under Judgment”.
The star system remains in place, but actually feeds into a behind-the-scenes “thumbs up” or “thumbs down” binary vote system.
1 or 2 stars = “Thumbs Down”. 3, 4, or 5 stars = “Thumbs Up”. This should fix some of the bias inherent to the “star ratings average” approach.
If, by the end of the judgment period, an arc has more “Thumbs Up” ratings than “Thumbs Down” ratings, that arc retains its Final status and (provided it isn’t flagged as a farm) becomes eligible for “Player’s Choice” and “Dev’s Choice”.
If, by the end of the judgement period, more people have rated the arc 1 or 2 stars than have rated it 3, 4, or 5 stars, then that arc is returned to its “Looking for Feedback” – still published (with all previous votes removed), but hidden from people who are searching specifically for “Final” arcs. Players can try again to submit the arc as “Final” at a later point in time (Two weeks? A month?).
This will automatically sort a great deal of the good arcs from the ‘dross’.
IV. Reward for accurately rating quality content
90% Automatable – Minimal Paragon Staff Attention Required after Implementation
For a ratings system to work, you need players to play and rate arcs with the genuine intent of rating accurately. It makes sense that to do this, we need to incentivize playing and rating accurately (not just rating some random number of stars for the sake of pulling down incentives.)
Provide players with a reward if they give 4 or 5 stars during the “Under Judgement” period to an arc that goes on to become a Player’s Choice or Dev’s Choice arc (see below for details on Player’s Choice and Dev’s Choice). (An ‘Architect Rater’ merit, for example, that may be exchanged for a reward table roll. Or a number of tickets. Or a badge. Or some combination of the above.) This reward should be competitive with rewards achievable outside of the architect system. Meaning it should include the possibility of purples and incarnate salvage (shards and/or threads and/or components).
Personally, I favor a system like the Architect Ticket system, where the player can choose between either an IO reward table (including purples) or an Incarnate Component Reward table such as they would see after a Lambda or BAF (with sufficient participation). Players lower than fifty could be forced to go with the IO option, players 50+ could have the Incarnate options.
Because the frequency of arcs achieving player’s choice or Dev’s choice will be low, Architect Rater merits would be exceedingly rare, so this will not unbalance the system or draw an inordinate number of players away from trials. What it will do is incentivize players to go over to the RWZ AE in between trials and run a mission or two to get a shot at that occasional very rare incarnate reward roll.
The “Judgement System” period would encourage the playing of new arcs over older, more well established arcs – thus giving exposure to new content while simultaneously filtering out the junk.
Additionally, Consider increasing the value of the vote for players who consistently rate content accurately. For example, if I consistently rate content that ends up being removed from the system (1 or 2 stars on average during the judgment period) with 1 or 2 stars, or if I consistently rate content that is selected for Monthly Player’s Choice at 4 or 5 stars, then my vote should count for more or less, respectively.
[My vote] = 1 + (.025 * Number of 4-5 star Monthly Player’s choice rates + .025 * Number of 1 – 2 star ratings of arcs eventually purged from the system after 90 days).
Paragon Staff Post-Implementation Involvement: Enforcement:
Starting "5 star clubs" and "You rate me 5 I'll rate you 5" agreements should be a reportable offense just like griefing or obscenity - and should result in loss of MA privileges at a minimum.
IV. Develop a Recommendation System / Random Task Button
100% Automatable – No Paragon Staff Attention Required after Implementation
We also need to develop an automated recommendation engine that will recommend arcs to players, based either on their expressed interests, arcs they’ve played in the past, or on a set of under the hood metrics. The recommendations from this engine would replace the current front page of the search (which showcases guest arcs and dev’s choice arcs that already have thousands of plays) and would encourage players to play new content that interests them. It would not exclusively recommend arcs that already have high ratings or lots of plays – players can search for those on their own. Rather, it would recommend arcs that may have great content but which need more exposure to really take off. Or, it could recommend arcs that players whose votes are weighted heavily have approved of.
For example, it could recommend the most played arcs with under 300 total plays over the last 10 hours (or something similar).
Another idea, proposed by @SupaFreak, would be to create an incentivized "random task" button. Players may accept one random MA task every 20 hours, and a special reward could be tied to accepting that task. Doing so would then drop them into an arc with "Final" status. (See SupaFreak's post below for more detail.)
You could combine these two ideas by providing incentives for players who play recommended arcs.
I know this system can’t be especially hard to implement, as CoHMR has one – “Looking for a mission? How about…”. If a CoH fan site can do it, I have faith that the devs can.
More generally speaking, arc conclusion dialog reward tables could be varied to incentivize a diversity of behaviors without encouraging architects to create farm missions:
• Provide a reward table granting one rare IO enhancement or X threads or INF for every unique play-through of an arc during the “Under Judgement” period. Odds of getting a better reward could improve with increasing length or complexity of the arc, incentivizing players to seek out more intricate arcs and incentivizing architects to put more thought into their work.
• Provide a reward table granting 10 (-1*number of replays) threads for every replay of an existing arc within a 1 week time period.
• Provide a “notice-of-the-well” style special reward for playing certain categories of arcs on a rotating basis (like the Weekly TF, except for MA arcs). This suggestion is employed above as a means to incentivize the monthly “Player’s Choice” arc. This could just rotate automatically.
• Advertise these benefits and the monthly Player’s Choice arc (see below) aggressively.
The more players play and rate unique content, the more rewards they reap. It’s not tied to the number of baddies they kill, so this reduces the incentive for building farms. The more powerful the positive reinforcement, the more likely players are to participate.
V. Revise Dev’s Choice, Hall of Fame, and other means of Special Recognition
100% Automatable – No Paragon Staff Attention Required after Implementation
First, Dev’s choice:
Number of DCs granted from the THREE "Recommend for DC" threads - 0
Number of "Annual" Dev run MA Awards - 1 (2009)
Hall of Fame:
In order to vote, players must be required to play through the entire arc. It’s only fair, and will cut down on people 1-starring arcs out of frustration that they can’t find a glowie (not the designers’ fault) or that the arc doesn’t have some arbitrary component they were looking for so they quit playing.
The Hall of Fame limit needs to be changed – I propose (as an example) an absolute number of 100+ 4 OR 5 star ratings –AND- at least 500 total replays of any kind. This will recognize that content that players keep going back to enjoy again and again – the best of the best. It will also be far more achievable than the current HoF limits. The numbers are flexible – ideally, an arc should make it into the HoF every three to six months or so. That means if the game runs for 10 years, a total of 20 - 40 arcs will be in the all time HoF. Not an unamangeable number for a “Hall of Fame”. As the current HoF is, this system can be automated.
There needs to be a level of recognition under the Hall of Fame – a ‘Player’s Choice’ level (not to be confused with the Player’s Choice awards run by players on the boards).
Player's Choice Designation
This should be awarded once per month (120 total over a ten year span - .032% of the total number of arcs currently extant – but a chance to win every month for competitive architects.) The requirements for this award would be as follows:
I. For consideration in a given month (February, for example), that arc must have been granted persistent “Final” status during the month immediately preceding the month for which the award will be given (January, for example).
II. The winning arc will be that arc which accumulates the greatest number of total 4 or 5 star plays (including those from the judgment period) in the month of the contest.
III. On the first of each month, the winner for the previous month will be announced, will be showcased on the CoH website main page, will be mentioned in the GMOTD, and will be placed on the featured tab of AE.
IV. To integrate AE with more recent content, to grant a large influx of plays as a reward for winning Player’s Choice, and to incentivize playing in AE, playing through the previous month’s Player’s Choice Arc in AE should grant a one-time per month reward table that allows players to choose either a Notice of the Well, a Rare IO enhancement recipe, or a Rare Incarnate component as rewarded by the iTrials.
V. An arc that has been flagged as a farm (see "Farm Flagging" below) should not be eligible for consideration in Player's Choice or Hall of Fame.
VI. (Optional) Sufficiently high quality canon-related Player’s Choice arcs should be considered for integration into the main story of the game at Devs’ discretion. I listed this as optional because it would require Dev involvement in AE, which takes time and effort.
Other Issues
This issues aren’t what makes up 80% of the player complaints about the MA system – they are comparatively minor changes that would add to the long-term viability of the system.
Content Integration
100% Automatable – No Paragon Staff Attention Required after Implementation
PoliceWoman (@PW) had a great post on this, which touches on the complaints in Bubbawheat’s thread about how new content / dev content is outcompeting MA.
Specific example: I19 makes you go to Ouroboros to do Mender Ramiel's arc, and sends you to talk to Lady Grey in RWZ (from I10) to do a mission for her. Once you have the Alpha slot unlocked, getting salvage to make boosts encourages you to do the ITF (from I12), LGTF (from I10), STF (from I9), RSF (from I7), Cathedral of Pain (from I18), and the Kahn/Barracuda TFs (from I15). Tons of content from previous issues get tied into the current story, but you'll note that none of this stuff comes from Mission Architect or ties into MA in any way. I don't think you can even get incarnate shards in Mission Architect. Everyone I know is hot to get incarnate salvage and craft boosts for their alpha slot right now. Why would anyone want to spend time in MA right now? I love MA and even I have a hard time justifying doing anything MA related until I catch up with the I19 content.
This is an easy fix. I’ve already integrated my solution into the recommendations above.
Here are the two big problems I hear being complained about on CoH right now (that aren’t bases):
I. Mission Architect is Broken (see this post)
II. Incarnate Content is a Grind and is not conducive to Solo Players' Enjoyment
Kill two birds with one stone. Award threads and incarnate components for playing, rating, and participating in arcs. I’m talking reward tables of the sort found at the end of the BAF and Lambda trial, placed there in order to incentivize Architects to make great content and to incentivize players to highly rate good, story driven content.
See the contents of my post above to find more suggestions.
This would get both the mission architect monkey off of your back, and would also resolve players complaining about the two-trial grind found in the Incarnate system. Everyone is happy.
Number of Slots
100% Automatable – No Paragon Staff Attention Required after Implementation
Wrong_Number mentioned in this thread:
http://boards.cityofheroes.com/showthread.php?t=221800 that, owing to her 8 slots being full, her authoring career is over.
This is a bad thing because she’s won two player’s choice awards and an AE nomination for best story.
Other players (winners of Dev’s choice awards, Player’s choice awards), et cetera have expressed the same concern. Their slots fill up, and their authoring career is cut short.
Why would you want to punish the most prolific generators of free quality content in your game?
This is also an easy fix:
Award Architect Merits, 1 for every 10 five star ratings an architect gets on a given arc. Allow architect merits to be exchanged for slots. That way, when someone like WN makes an awesome arc, the game automatically devotes more resources to allowing her to showcase her talent and improve content.
You want more slots? Make better arcs.
To preserve your bottom line, earning slots in this way might only be possible after the first 8 purchasable slots have been bought.
I don’t see any reason to put a maximum on the number of potential slots earned this way. These players are adding value to the game at no cost to you – in fact, they’re paying you to add value to your game. These high-quality content authors should be rewarded whenever possible and to the greatest extent possible.
Patches Notes
Not automatable – Paragon staff attention essential.
Last, but not least, and of minor note relative to the rest, this thread http://boards.cityofheroes.com/showthread.php?t=259226 contains quite a few players beating on the drum and saying a truth that needs to be heeded:
For Pete’s sake, when you change architect, let us know what you did in the patch notes so we may adjust and respond accordingly. A transparent dialog with the players will only improve the value of your game and make the community happier.
Conclusion
The player community of any MMO is its greatest resource. CoX has done a fantastic job cultivating a dedicated, helpful community. We're willing to provide you with content for free, we're willing to curate that content, and we're willing to tell you (in broad strokes) our ideas for how to get it all done.
All you need to do is give us the tools to help you.
In this case, that means unbridling the creativity of the Mission Architects, providing incentives for them to be creative, providing players incentives for playing the new content, and then getting out of the way.
If Mission Architect is handled right, it represents a nearly limitless source of added value that will allow developers to get off the content-generation treadmill all of the competitors are stuck on and focus at least some of their attention on important under the hood modifications, quality of life enhancements, and new gameplay features (archetypes, powers, power sets, etc.) that are critical to the long-term success of the game.
I anticipate that my fellow players and AE experts will add their questions, comments, and suggestions below.
Get The Word Out, Please
If you think this post is worth being seen by the Devs, considering tweeting the URL: http://tinyurl.com/3msepfr to @Positron_CoH and messaging the rednames here on the boards. Links (in red) below go to their message board profile pages, from which you may send them a message by clicking the dark grey "send message" button right under their name.
In the Shawshank redemption, Andy Dufrense needed to secure funding for the prison library. So he wrote one letter a week to his congressman for years until he finally wore his congressman down.
I’m not talking about spamming or griefing the devs here. That won’t help anyone – so please don’t do that.
I am talking about creating a steady drumbeat of voices letting them know that this is a priority to the player community. The May developers’ letter tells us they will work on older content if we communicate to them that it is important.
Please, PM each of the following Devs regularly – you decide the frequency - once a week at most, once a month at least - until someone posts in this thread to let us know this is being looked at:
Beastyle
Zwillinger
Dr. Aeon
Black Scorpion
Positron
Baronyx
Acknowledgements:
Wrong_Number, Policewoman, Bubbawheat, Eva Destruction, AIB, SupaFreak, Zamuel, FredrikZvanberg and many others were instrumental in helping me think through the issues related to this post.
My debut arc: "Nothing to Worry About Nothing to Worry About [SFMA][HLMA][CFMA][HGMA] ID # 500325
My second arc: An Epic Tale: Clown Capers ID # 501562 Arc Forum Thread (Feedback/Reviews/Constructive Criticism Welcome)