Discussion: Gamasutra interviews Matt Miller and Nate Birkholz
"Now who can argue with THAT? I think we're all indebted to Matt and Nate for clearly stating what needed to be said. I am particularly glad that these lovely children are here today to hear that speech. Not only was it authentic developer gibberish, it expressed a courage little seen in this day and age."
Michelle aka Samuraiko/Dark_Respite |
The very last sentence of that article is cryptic, and can be taken both ways. I really hope it means "Growth doesn't always have to be expansion, so we may be taking a look at some of our older systems!" rather than "Spiritual growth has no place in an MMO, so moar moar moar!"
Also, let's not blame the Devs for the article's content or written structure. All they can do is feed the writer the information, information that has to be approved by the publicity department. They have next to no influence on what gets put in the actual article.
@Winter. Because I'm Winter. Period.
I am a blaster first, and an alt-oholic second.
At some point the devs should swallow their pride, admit the changes were a mistake, and rectify them. The easiest way to do so would be to simply do away with the i13 changes.
What I don't understand is why non-pvp players constantly rail against this idea when it wouldn't take much if any resources away from the regular game, and wouldn't impact them much, if at all. And more importantly, such a change would probably lure some old players back into the game, which benefits the game and every player who plays it. |
In other games where powers work exactly the same in PvP and PvE, there is a constant, never ending stream of powers changes due entirely to PvP players complaining about power a or ecstatic about power b, which drives another round of nerf cries and calls for buffs to powers, etc, etc, etc.
I would HATE to see that decoupling undone just because people don't want Issue 13's changes anymore. PvP MUST remain separate from PvE when it comes to powers definitions.
Second, PvP players are a niche market (PVP) of a niche market (City of Heroes) in a niche market (MMORPGS). They're very vocal, certainly, but PvP is NOT a big part of most people's gaming experience in City of Heroes or indeed in most MMORPGs.
I doubt very much that people will PvP more because of ANY changes to PvP. Even if PvP changes were reversed without decoupling, the only characters you'd see in the PvP zones are high defense + stealth + high DPS characters, aka Widows.
I don't PvP. I hate PvP. I love Issue 13's PvP changes because a> it got rid of the FOTM PvP build and b> It decoupled PvP power definitions from PvE power definitions.
In other games where powers work exactly the same in PvP and PvE, there is a constant, never ending stream of powers changes due entirely to PvP players complaining about power a or ecstatic about power b, which drives another round of nerf cries and calls for buffs to powers, etc, etc, etc. I would HATE to see that decoupling undone just because people don't want Issue 13's changes anymore. PvP MUST remain separate from PvE when it comes to powers definitions. Second, PvP players are a niche market (PVP) of a niche market (City of Heroes) in a niche market (MMORPGS). They're very vocal, certainly, but PvP is NOT a big part of most people's gaming experience in City of Heroes or indeed in most MMORPGs. I doubt very much that people will PvP more because of ANY changes to PvP. Even if PvP changes were reversed without decoupling, the only characters you'd see in the PvP zones are high defense + stealth + high DPS characters, aka Widows. |
I don't PvP. I hate PvP. I love Issue 13's PvP changes because a> it got rid of the FOTM PvP build and b> It decoupled PvP power definitions from PvE power definitions.
In other games where powers work exactly the same in PvP and PvE, there is a constant, never ending stream of powers changes due entirely to PvP players complaining about power a or ecstatic about power b, which drives another round of nerf cries and calls for buffs to powers, etc, etc, etc. I would HATE to see that decoupling undone just because people don't want Issue 13's changes anymore. PvP MUST remain separate from PvE when it comes to powers definitions. Second, PvP players are a niche market (PVP) of a niche market (City of Heroes) in a niche market (MMORPGS). They're very vocal, certainly, but PvP is NOT a big part of most people's gaming experience in City of Heroes or indeed in most MMORPGs. I doubt very much that people will PvP more because of ANY changes to PvP. Even if PvP changes were reversed without decoupling, the only characters you'd see in the PvP zones are high defense + stealth + high DPS characters, aka Widows. |
2)Power can be made to work differently from pve powers, as i13 proved, so they can be altered via buff or nerf, without affecting pve in any way shape or form.
3)How big the pvp community is in this game is irrelevant to the argument of whether or not the i13 changes should be reverted. The fact is, many players do enjoy pvp, so in a game with a relatively small niche market, it's foolish to throw away any part of your customer base when you have the chance to keep them with a very minor and easy change. The people who enjoyed pvp are not asking for a redesign, they're asking to simply go back to what it was.
You should have stopped after your first two sentences, because that is why you truly like the i13 changes - it took a fun pvp system, albeit flawed, and made it far worse and drove away most of the players who enjoyed it.
I find it particularly funny they're making a grindy endgame for an MMO in which alt-ism has been the norm for seven years. Well, funny in a sad demented sort of way.
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I myself have kind of gotten sick of the system already because I don't want to grind through it for all my alts. If it were less demanding, I'd be far more likely to continue going thru them on my various alts that still need the abilities. Then on top of that, knowing what it will take to get to the top of the mountain makes creating new toons disheartening as well.
Please consider this constructive criticism, because I love your game. But these articles you guys do for these game sites are not very good. I appreciate the work all your designers have done for the game, but more focus on the work and less on the workers would be more effective in selling your product. Talk more about what your game is going to be offering in the near future and stop being so terrified about releasing useful info that might actually lure players in to play this game.
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Loose --> not tight.
Lose --> Did not win, misplace, cannot find, subtract.
One extra 'o' makes a big difference.
I find it particularly funny they're making a grindy endgame for an MMO in which alt-ism has been the norm for seven years. Well, funny in a sad demented sort of way.
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You can't pick and choose what the definition of Grind is to suit your preferences. People have been grinding levels for 7+ years, grinding badges, grinding for unlockable costume pieces, grinding, grinding, grinding, way before Incarnates showed up.
Loose --> not tight.
Lose --> Did not win, misplace, cannot find, subtract.
One extra 'o' makes a big difference.
Because there is a LOT of stuff that's been flat out ignored, and you know it.. |
Loose --> not tight.
Lose --> Did not win, misplace, cannot find, subtract.
One extra 'o' makes a big difference.
wanted to make our game better. I wanted to listen to our players. What were our players asking for?"
--snip
Some of us are now asking to be able to do some soloing in the Endgame. You locked us out, and tossed the key into Silver Lake
Lisa trudges out of the thread telling herself she has to have more faith in the Devs, and it isn't over until the fat lady sings...if they listened "then," they will listen now as well"
Please....
So don't wait for heroes, do it yourself
You've got the power
winners are losers
who got up and gave it just one more try
***Dennis DeYoung
I find it funny that people are still equating "grindy" with just gathering loot or end game content. The entire game can be a grind, especially for people with alt-itis, since they're doing the same content more often.
You can't pick and choose what the definition of Grind is to suit your preferences. People have been grinding levels for 7+ years, grinding badges, grinding for unlockable costume pieces, grinding, grinding, grinding, way before Incarnates showed up. |
Why do people call the Incarnate system (post-Alpha) a grind? Because they *must* do the same 2 (soon three, oooohhhh...) trials over and over and over and over and over and over and over and over and over and over again. They have no choice. If they go and decide, hey, I want to run X arc in Ouroboros? No progress toward the Incarnate system. If they want to help a friend take down an AV? No progress.
The Alpha system was non-grind. You have a variety of activities - no, 2-3 is not "variety" - to gather shards and create your alpha ability, and upgrade it. You have a variety of task forces, that change each week, to get "notices," and can still earn components. That's a decent system. Having to run the same thing over and over again, to where you can sleep through not just the encounter but the same comments about the cutscenes because you memorized them 50000 runs ago... that's not so decent.
(And I'm saying this as someone who's *not* running them repeatedly or exclusively - hell, I've had no urge to run them in at least a week and a half, quite honestly probably over two weeks. And I still don't want to go back to the same... two... trials to try to get *any* of my 50s either started or advanced.)
Please consider this constructive criticism, because I love your game. But these articles you guys do for these game sites are not very good. I appreciate the work all your designers have done for the game, but more focus on the work and less on the workers would be more effective in selling your product. Talk more about what your game is going to be offering in the near future and stop being so terrified about releasing useful info that might actually lure players in to play this game.
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Part of this is our (the community's) fault. A typical release could go something like this:
This is the rough plan for our next development year! (Long list of stuff) We want to hear what YOU have to say about it! (Hundreds of threads are created overnight grumbling about every detail of the plan) The developers read the grumbling and, in an effort to appease the grumbling masses, change the plan. (New plan creates hundreds of NEW threads with people grumbling about other things). Ad infinitum naseum.
Any time they release tidbits about upcoming material far enough in advance (like a year) to use it for Marketing they get slammed by malcontents who would rather see THEIR fave thing at the top of the list.
IMHO the devs should release a poll for all the players. Make it multiple-choice and leave it on the Load Page for three months. Collect the data and analyze it. Find out what the players REALLY want as opposed to reading the Forums and getting what the verbal 10% of the community crabs about. THEN start making their plans for the next design year.
"Comics, you're not a Mastermind...you're an Overlord!"
...
listens to the players...k.
Would love it if PS hired a base dev. is there even such a title? Answering questions would be nice too. What can be done for bases? what cant? simple answering of questions would probably be enough for a collective of us base-o-philes to stay interested or maybe even organized enough to hold a few base related events.
This "unified front" of silent treatment has gone on for too long. Resentment ensues. Was that the goal? Popular belief is yes. It's working against the community btw.
I'm not interested in pointing fingers or spewing nerd rage. I'd rather have carrots and a nice cup of tea... with milk... I miss chatting with Avatea.
give me a reason to /resub
Ignoring anyone is a mistake. You might miss something viral to your cause.
IMHO the devs should release a poll for all the players. Make it multiple-choice and leave it on the Load Page for three months. Collect the data and analyze it. Find out what the players REALLY want as opposed to reading the Forums and getting what the verbal 10% of the community crabs about. THEN start making their plans for the next design year. |
I love this idea. It takes the player politicking out of the equation. It speeds things up.
This is something that is brilliant and should be implemented -if- and only IF... bases were among the choices. I would love to see the daily results of said polls. That would be an excellent way to see which way the game was headed.
/signed.
Ignoring anyone is a mistake. You might miss something viral to your cause.
Paragon and NCSoft don't decide what writers on third party websites write about. They choose how to answer the questions, but they don't get to pick what questions get asked. You should probably direct your concerns to Gamasutra and the other sites that these pieces are appearing in.
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Hell, I don't PvP and I would revert the changes back to pre-i13. The few times I have dipped my toes into a bit of friendly PvP before i13 were vastly more fun than the last time I tried a few months ago...
Of course, that would require an honest admition of a mistake so I'm not holding my breath.
@Dante EU - Union Roleplayer and Altisis Victim
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I find it funny that people are still equating "grindy" with just gathering loot or end game content. The entire game can be a grind, especially for people with alt-itis, since they're doing the same content more often.
You can't pick and choose what the definition of Grind is to suit your preferences. People have been grinding levels for 7+ years, grinding badges, grinding for unlockable costume pieces, grinding, grinding, grinding, way before Incarnates showed up. |
-Two columns worth of alts, and I STILL haven't finished all the redside and blueside content. I still run into contacts and go 'Wait, who the hell are you? Oooo!'
Versus
-Two/Three Trials. The three, exact same missions, over and over and over and over again with no alternative means. You want any power above Alpha? You have to do trials.
No, picking up shards through other content is NOT an alternative method, because the shard-thread conversion rates are unrealistic and doubly grindy, given how you need 4/5 times as many threads per component as you would shards, and shards drop less than threads do.
I can also do game-mission any manner of different ways. I can ghost them, I can ignore parts and clear others, I can go cackling like a maniac through killing everything, or I can take my time picking off mob by mob to make sure my squishy doesnt fall over. I can do everything as I choose, when I choose, how I choose.
There is no such choice on trials. You do it the certain way, and you do it within the time limit. Or you fail.
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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<:[ shark goes nom nom nom ]:>
[QUOTE=theOcho;3409811]As to the REAL reason I'll be leaving, I'm afraid it is indeed because Tamaki Revolution dc'd on me during a RSF.[/QUOTE]
The saddest part is that it should have been realized by the devs that this would be the result after the massive and clear negative feedback the changes received before, during and after implementation.
At some point the devs should swallow their pride, admit the changes were a mistake, and rectify them. The easiest way to do so would be to simply do away with the i13 changes.
What I don't understand is why non-pvp players constantly rail against this idea when it wouldn't take much if any resources away from the regular game, and wouldn't impact them much, if at all. And more importantly, such a change would probably lure some old players back into the game, which benefits the game and every player who plays it.