Paragon Studios is working on a new MMO
There are players who think that another good thing is that it doesn't have Arcanaville. I know this, because I had a number of CO forum posters tell me that in PMs in response to some of my early posts about the game mechanics (I haven't posted there in a long time).
I suppose that's a compliment, sorta. |
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I won't mind seeing something like WOW form Paragon, with the same Customization that coh has, only it's set in a Medieval fantasy world.
As long it's not all Elves, Dwarf or Orcs we be ok, Swear to God Online Fantasy MMO need to mix it up a little bit, let see Furries, Dragon, Demons or something else more Mythical.
Never play another NcSoft game, If you feel pride for our game, then it as well, I Superratz am Proud of all of you Coh people, Love, Friendship will last for a lifetime.
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I always find it fun to see the players speculate on what we're working on. It pains me that I can't say anything about this particular subject...
Yes...pains...
*bwaaaahahahahahaha*
Andy Belford
Community Manager
Paragon Studios
Uh... because obfuscated, counterintuitively complicated power system mechanics are a good thing and having you tease them apart would ruin the game?
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I can understand that actually, which is why there has never been an Arcanaville there. There was this other person that got very interested in the damage mitigation models for a while, but no Arcanaville.
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Honestly, it's the first thing that came up when I typed "Go on...".
I always find it fun to see the players speculate on what we're working on. It pains me that I can't say anything about this particular subject... Yes...pains... *bwaaaahahahahahaha* |
Oh wait, you were talking about the other thing, not this thing.
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We've been saving Paragon City for eight and a half years. It's time to do it one more time.
(If you love this game as much as I do, please read that post.)
Whatever it is, I think you guys do a pretty good job, so I'll definitely give it a shot. Truth be known, though, I spend WAY too much time on City of Heroes as it is. So unless it's REALLY fan-freakin'-tastic, I can't imagine getting too vested in another game, even if it's from Paragon Studios. It will be interesting to see how you guys address this, because I'm sure a lot of CoH players will probably be in the same boat.
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They should make a superhero-themed MMO version of dungeon keeper. Players design supervillain lairs and superhero fortresses and then the NPC heroes and villains try to attack them and bring them down.
And then they take the best of those and add them to City of Heroes. And then they datamine the players with the best performance running those missions and add them as boss critters in the other game.
The better the new game does, the better this game gets.
I'm not entirely joking.
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In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)
Honestly, it's the first thing that came up when I typed "Go on...".
I always find it fun to see the players speculate on what we're working on. It pains me that I can't say anything about this particular subject... Yes...pains... *bwaaaahahahahahaha* |
...hell, I'd probably play that.
Gothic Horror: Dark/Stone Brute | Technophobe: Bot/Dk MM | Snow Leopard: Ice/Ice Dom
If you want to know why they are not doing a Coh2, ask the reverse question. Why would NCSoft want to make a sequel to City of Heroes? Very few MMOs get sequels: why would City of Heroes be one of the very few?
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I think a case can be made that -- based strictly on past events -- the odds of a sequel are better for an NCSoft MMO than for the average MMO.
Your arguments are valid, but just as a point of order: NCSoft has already created two MMO sequels/followups (Lineage II and the soon-to-be-released Guild Wars 2).
I think a case can be made that -- based strictly on past events -- the odds of a sequel are better for an NCSoft MMO than for the average MMO. |
After releasing Guild Wars, we continued to grow it through two additional campaigns and an expansion, adding an array of new character professions, new skills, new continents to explore, and new gameplay mechanics. Eventually we reached a ceiling of how much we thought we should add to the game without undertaking a radical revamp. So two years ago we announced our intention to stop developing additional campaigns and instead turn our company's attention to developing a sequel. Developing a sequel allows us to start again with a clean slate and build a new Guild Wars from the ground up to be the game we always knew it could be. |
Guild Wars is not directly comparable to CoH, due to its focus on PvP, and complex skill systems. The PvE game is often a means to an end in Guild Wars, and in fact you can just roll level capped players in GW. The notion that they could radically slow down or stop large scale development of GW to move on to GW2 is something that couldn't happen here. CoH wouldn't survive on inertia: it needs constant PvE development just to survive. And it doesn't rely on power complexity metagaming: sitting in front of Mids for a couple hours is as close as we get to powerset metagaming.
GW is also subscription free: its a more free to play game than City of Heroes is even now, and constantly evolving content is the engine that drives revenue for GW. A new platform is a new platform that can support radically new content to generate incremental revenue.
GW seems different both in terms of their motivations to make a sequel and in terms of what they can get away with developmentally to make a sequel. Imagine Positron telling us today that they were going to start making CoH2, and because of that content for CoH would radically slow down for about three, maybe four years while they do.
But while you wait you could still PvP.
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I was in a closed beta for a Princess Bride MMO. It eventually failed.
The controls were so convoluted I practically needed six fingers on my right had to play effectively.
Almost soloed that damn OPed Spaniard.
Honestly, it's the first thing that came up when I typed "Go on...".
I always find it fun to see the players speculate on what we're working on. It pains me that I can't say anything about this particular subject... Yes...pains... *bwaaaahahahahahaha* |
Oh... a gorefest slasher MMO with copious amounst of blood splattering on the camera.
Nice.
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Honestly, it's the first thing that came up when I typed "Go on...".
I always find it fun to see the players speculate on what we're working on. It pains me that I can't say anything about this particular subject... Yes...pains... *bwaaaahahahahahaha* |
So it's either Hentai: The MMO! or The Land of Wayward CatGirls.
I have a solution for that which simultaneously draws interest to the new game without permanently stealing players from this game.
They should make a superhero-themed MMO version of dungeon keeper. Players design supervillain lairs and superhero fortresses and then the NPC heroes and villains try to attack them and bring them down. And then they take the best of those and add them to City of Heroes. And then they datamine the players with the best performance running those missions and add them as boss critters in the other game. The better the new game does, the better this game gets. I'm not entirely joking. |
One man's terrorist is another man's freedom (or freem?) fighter; just as one man's exploit is another man's feature.
I'll always be a "Champion" at heart. My server away from home.
"When the people fear their government, there is tyranny; when the government fears the people, there is liberty." - Thomas Jefferson
...Err, Brute Squad. i am the Brute Squad.
Along with TheBruteSquad since he sort of automatically qualifies...
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I'll just point out that: people moving to a new project doesn't mean at all that a project they came from is dead. This is simply the nature of trying to build cross-functional teams.
Case in point, I work at a software company. Granted, we're gigantic compare to Paragon, but my team was smaller than their dev team not long ago (we had 22 people at our team dinner tonight, and I was reminiscing about not long ago when there was only 4 of us). Anyhow, we've had several people join our team from elsewhere in the company.
People move on because:
- Their skillset has some redundancy on the current team, so it can "spare" them easier to fill a critical need on another team, while still hiring enough overall manpower to not "hurt" their old project
- They simply want to do something new (this is a big deal. The more talented your people are, the more you HAVE to cater to their career needs; a new development could offer a chance to learn new things, take greater responsibility, learn new technologies, etc.)
- When extending a successful corporate culture, you don't just add a new product and staff it with all new people. You move people into it gradually and replace them in their old position, so the new hires "pick up" on your successful culture. I imagine in the game industry, this is also where assistant producers become producers, and programmers become senior programmers, etc.
Anyhow, none of the people joining MY team joined because their old projects are any less important. Their old teams now have open positions they are hiring for. We were just too cool.
Edit: addendum, I'd say the past 18 months have easily been the best CoH has ever had, so doing doomsayer is awfully premature. This isn't a game in decline right now; this is a game hitting its golden age, if anything.
Why is this news?
Thelonious Monk
I suppose that's a compliment, sorta.
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