Discussion: Featured Items at the Paragon Market - 2/14/12
Yes, but the buyer knows he's got no guarantees there. Thus, it is perfectly clear what he is buying. Random chance. Or, if you prefer, gamble. But not the illegal kind. So to say that the buyer is being "misled" or that Paragon isn't being clear on what they're selling is a desperate reach.
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Not really. The only ambiguity was whether or not they mentioned that to the NDA-bound focus group, since you brought it up.
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What was revealed at the focus group was that the Super Packs were coming, they were going to have randomly selected "cards" in them, the cards would award certain rewards, and among those rewards would be consumable items. It was highly unlikely any of that would change.
The first and last change I heard about with regard to the Super Packs from the time of the focus group until when they were released was that they were going to be delayed, and therefore all information about them could not be discussed prior to their announcement.
To anticipate a question, it was never specifically stated whether the Super Packs would have rewards exclusive to them, but the devs implied that to be a possibility.
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By asking questions about what would, and would not be acceptable to sell in the store. Exclusive items came up during at least some of the discussion (parts of the day the group was separated into different groups discussing different things with different devs: its possible different people heard different things during those discussion periods due to this fact).
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It used to be $15 bought you the game and powersets. Then you started having to pay $10 for costumes too.
These days your $15 still pays for the game and powersets. Except some powersets cost extra. But now costumes cost less. And the real kicker is you get a free $5 every month to spend on stuff. So in theory you don't have to "buy" costumes and powersets if you pace yourself. And overall, I've found the flow of costume parts to be much more acceptable.
But when we start complicating it with random factors like item packs and other stuff that's where it can get iffy. It used to be more straightforward. Pay $15 to play, and $10 for costumes. The places they hide things these days though are like an Easter Egg hunt.
In theory you could put your $5 toward super boosters. But I'd rather get predictable returns and just buy costume packs.
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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I do have a legitimate suggestion for the Super Packs.
Considering you guys have gone out of your way to make a "card" system with a numbered order and everything, could you guys give us a way to see which "cards" we have unlocked and which we haven't.
I know its completely meaningless, and entirely superficial, but they are numbered and I would like to see how much of the "set" I have gotten. You have the list of costume pieces in the "collect" area, you just gotta add the rest of the set.
Also I would like to be able to "trade" the cards to other players. I may not need all these enhancement boosters, but a buddy of mine sure could, and he has some enhancement unslotters I could use, so it would be nice to be able to swap. But I know that is not something that can be added easily, so I'm just saying.
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You're implying with that statement that they're somehow deceiving the customer, which is utter ( udder? ) BS.
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If the Super Packs are going to be discussed properly, then it will be necessary to introduce such fascinating topics as risk-reward ratios in probability distribution, The Coupon Collector's Problem, The Gambler's Fallacy, The Sunk Cost Fallacy, etc., etc. (to say nothing of the psychological roots of compulsive attraction in games of chance). There's a reason the Lotto is sometimes called "the tax on the innumerate".
Since I don't have either the mathematical background or the hard data to analyze the Super Packs in their current form, there's no way I'm going to spend money on playing the odds on top of spending money to play City of Heroes.
I do have a legitimate suggestion for the Super Packs.
Considering you guys have gone out of your way to make a "card" system with a numbered order and everything, could you guys give us a way to see which "cards" we have unlocked and which we haven't. I know its completely meaningless, and entirely superficial, but they are numbered and I would like to see how much of the "set" I have gotten. You have the list of costume pieces in the "collect" area, you just gotta add the rest of the set. Also I would like to be able to "trade" the cards to other players. I may not need all these enhancement boosters, but a buddy of mine sure could, and he has some enhancement unslotters I could use, so it would be nice to be able to swap. But I know that is not something that can be added easily, so I'm just saying. |
I have to agree with this also. It is not readily apparant how many parts make a complete costume, nor how many pieces I have left to obtain. Additionally, I would want the ability to trade with others to obtain what I need, or even trade in 3-5 commons to get a common I want, or downgrading (similar to the incarnate system to further obtain all costume parts).
Any changes that would allow me more control to obtain the items I specifically want will go a long way toward having me even consider purchasing such packs.
I do have a legitimate suggestion for the Super Packs.
Considering you guys have gone out of your way to make a "card" system with a numbered order and everything, could you guys give us a way to see which "cards" we have unlocked and which we haven't. I know its completely meaningless, and entirely superficial, but they are numbered and I would like to see how much of the "set" I have gotten. You have the list of costume pieces in the "collect" area, you just gotta add the rest of the set. |
Also I would like to be able to "trade" the cards to other players. I may not need all these enhancement boosters, but a buddy of mine sure could, and he has some enhancement unslotters I could use, so it would be nice to be able to swap. But I know that is not something that can be added easily, so I'm just saying.
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It has, of course, been suggested that an official source for purchasable INF would essentially destroy RTM operations, and this system would allow the players to set the price point (by determining what the cards were worth in the open Market). I don't know enough economic theory to know if that's a good idea or a bad one, though, so I'm not offering an opinion on that. I'm just saying that the Dev team have always seemed very resistant any cash-for-INF system.
(I'm assuming that you're suggesting the cards be allowed as tradable items in the Market - a direct card-for-card seperate system would mitigate these concerns, but would be a lot of work.)
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This seems like a good idea - it would increase the 'completionist' aspect of the cards, which would (I suspect) tend to further the interest in buying them.
This, on the other hand, dives right into the problem of purchasable INF. If a player can purchase something with real-world money, and then turn immediately around and sell it on the Market for a gain in INF, that's essentially just laundering one currency into another. There are pros and cons to this, of course, but as far as I know, the Devs have always come out dead-set against this sort of thing. Being able to sell cards to another player is not complex, obscure or at a great remove... it's tatamount to paying real world currency for INF in a very direct way. It has, of course, been suggested that an official source for purchasable INF would essentially destroy RTM operations, and this system would allow the players to set the price point (by determining what the cards were worth in the open Market). I don't know enough economic theory to know if that's a good idea or a bad one, though, so I'm not offering an opinion on that. I'm just saying that the Dev team have always seemed very resistant any cash-for-INF system. (I'm assuming that you're suggesting the cards be allowed as tradable items in the Market - a direct card-for-card seperate system would mitigate these concerns, but would be a lot of work.) |
To late merits are already something in super packs which buys IOs and can be sold on the market for influence and ATOs can also be traded on the market.
Though I will add the devs did a good job not actually selling influence cause with all this supply suddenly prices are in fact dropping on just about everything worth while from what I've seen.
To late merits are already something in super packs which buys IOs and can be sold on the market for influence and ATOs can also be traded on the market.
Though I will add the devs did a good job not actually selling influence cause with all this supply suddenly prices are in fact dropping on just about everything worth while from what I've seen. |
Well, then, given that they've already breached that wall, I would suggest they they make the cards themselves tradable. Perhaps reset the flag operations for the costume set so that a player would have to actively claim the costume pieces to stop getting them in subsequent packs. Or allow Null to flip the switch on that... that way, players interested in marketing the costume pieces could continue to receive them after getting them. This would also have the effect of breaking the exclusivity of the EO pieces and thus remove my primary objection to the Packs.
Win-win! (All except for those people who don't like to watch other people get nice things...)
Note: No, I don't think this is likely to happen.
"Strength of numbers is the delight of the timid. The valiant in spirit glory in fighting alone."
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But I'd rather get predictable returns and just buy costume packs.
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There are players that say NCSoft is losing money on the Super Packs because if they simply sold all the elements separately, more people would buy the individual elements. That's possible, but psychologically speaking the smart money is betting that they are making more money on the Super Packs because for every person electing not to spend money on them, another player is more than compensating by spending a lot more on them than they would spend on buying the individual items in a targeted fashion. That's the nature of these things, and its been generally true in most environments where such things are bundled and sold.
Less revenue means less game, for everyone. So the problem with saying that predictable is better is that that is not the whole choice. The choice is really is predictability worth costing everyone less content, and conversely is having more content worth introducing unpredictable rewards. That's the decision the devs face here. Its not a straight forward decision.
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But the question is would you rather get predictable and less rewards, or unpredictable and on average more rewards, with the chance you may get less than average, and more importantly would you sentence all of the rest of the playerbase to the same fate.
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The dominant discussion was never super packs or no super packs. The dominant discussion was exclusivity v. nonexclusivity.
Personally, I don't think super packs are hurting them. But they may limiting the success by not offering the costume pieces individually in addition to the super packs. And, furthermore, they may hurt themselves in a long run by turning off players who collect costume pieces but are turned off by super packs.
I don't think the success of super packs will be in question. The success of exclusivity, however, is an unanswerable question.
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But the question is would you rather get predictable and less rewards, or unpredictable and on average more rewards, with the chance you may get less than average, and more importantly would you sentence all of the rest of the playerbase to the same fate.
There are players that say NCSoft is losing money on the Super Packs because if they simply sold all the elements separately, more people would buy the individual elements. That's possible, but psychologically speaking the smart money is betting that they are making more money on the Super Packs because for every person electing not to spend money on them, another player is more than compensating by spending a lot more on them than they would spend on buying the individual items in a targeted fashion. That's the nature of these things, and its been generally true in most environments where such things are bundled and sold. Less revenue means less game, for everyone. So the problem with saying that predictable is better is that that is not the whole choice. The choice is really is predictability worth costing everyone less content, and conversely is having more content worth introducing unpredictable rewards. That's the decision the devs face here. Its not a straight forward decision. |
And I'll even offer up myself for anecdotal evidence for this line of thinking. I bought 96 packs on Tuesday. While I had fun getting all the ATOs and catalysts and what-not I'll honestly admit that I really wanted the silly Black Wolf Pet at least as much as any of the rest of it. Sadly I did not get it.
While I was busy -not- getting the Wolf I bought each of my 96 packs in four lots of 24 each, one lot at a time. Now if by some miracle I had gotten the Black Wolf in the first or second set of 24 I think I can also readily admit that I probably would've stopped there. In effect that cursed Wolf basically "motivated" me to get another 48 packs just on the chance I might get it.
I've since sold off many of the extra ATOs I got for billions of Influence so it's not like I didn't benefit from the extra packs I bought. But I'll freely congratulate Paragon Studios' business savvy for providing a situation that got me to give them an extra $30. I don't believe their decision to keep the Elemental costume set "exclusive" to the packs will hurt them in the least.
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But the question is would you rather get predictable and less rewards, or unpredictable and on average more rewards, with the chance you may get less than average, and more importantly would you sentence all of the rest of the playerbase to the same fate.
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The dominant discussion was never super packs or no super packs. The dominant discussion was exclusivity v. nonexclusivity.
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What this would mean is that those that want the costumed bundle will have to purchase one pack for each of the costumed pieces made in order to get the entire set.
The more pieces a costumed set has, the more packs a consumer will have to buy. This means the bigger sets will cost more appropriately.
...and you'll still get the random rewards that come with buying a pack.
Being the cat I am, you're not talking to me, but I'm going to answer anyway...
But the question is would you rather get predictable and less rewards, or unpredictable and on average more rewards, with the chance you may get less than average, and more importantly would you sentence all of the rest of the playerbase to the same fate.
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As to the second part, I would prefer to give every player the option of doing one or the other, and thus not force anyone in either direction.
There are players that say NCSoft is losing money on the Super Packs because if they simply sold all the elements separately, more people would buy the individual elements. That's possible, but psychologically speaking the smart money is betting that they are making more money on the Super Packs because for every person electing not to spend money on them, another player is more than compensating by spending a lot more on them than they would spend on buying the individual items in a targeted fashion. That's the nature of these things, and its been generally true in most environments where such things are bundled and sold.
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I don't object to the Packs existing, I just don't care to buy them myself.
Less revenue means less game, for everyone. So the problem with saying that predictable is better is that that is not the whole choice. The choice is really is predictability worth costing everyone less content, and conversely is having more content worth introducing unpredictable rewards. That's the decision the devs face here. Its not a straight forward decision.
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"Strength of numbers is the delight of the timid. The valiant in spirit glory in fighting alone."
- Mahatma Gandhi
Still CoHzy after all these years...
This is a question with so obvious an answer that I suspect there's some specific reason for asking it which is totally unrelated to the actual answer to the question.
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