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Quote:Forum Sig Police.Agreed. While we're at it, we should also be ignoring:
All the people that think any kind of balancing move by the devs is on par with genocide;
The folks that run four accounts simultaneously in a PvP zone and act like they succeed at one on one;
Everyone that states they're being persecuted by evil forum cabals;
Posters that spew nothing but negativity about the game while failing to realize that they could just cancel their subscriptions;
And Especially that cadre of "special" posters that have been claiming that the game is doomed since it went live.
Did I miss any groups of note?
Grammar Gurus (avoiding evoking Godwin here)
Anyone who has EVER implied any entitlement is due to them for their $15/mo.
Rian_Frostdrake's costume advice. (trust me... even he'd agree.)
Anyone that didn't like my comic guides.
Anyone that wastes time doing comic guides.
Anyone that should be working on his comic guide rather than forum trolling.
... what was the topic again? -
Quote:Is it REALLY that bad? Not kill-per-kill but compared to a NORMAL dev-created story arc. When you play for 3 hours, how much less XP/hour difference is there really?I fight fires in Steel too.
The real problem is that no matter that the forum police give the impression that the majority of players don't play just for XP by shouting down everyone else... The fact is the opposite. The vast majority of players are influenced by rewards. Significantly. To the point that if this change goes through the only way you'll be able to play the AE missions is solo. Because good luck trying to find anyone to join your team.
Most of what I'm seeing either compares
- kill-for-kill, ignoring that MA arcs offer faster kill rates due to the lack of elements in dev-created content like in-zone travel, inter-zone travel, delivery missions, stops to make inventory space, etc.
OR
- Pre-Nerf MA XP to post-nerf MA XP... ignoring how either of these relate to the other content in the game.
Yes, the reward-centric people will leave MA and never come back if there's a significant disadvantage compared to other parts of the game... so how bad is that difference? -
I'll buck the trend of the "late starts at 40" crowd and say 38.
Many tier-9 powers are powerful enough to transform gameplay, so the availability of the secondary's T-9 defines late-game for me.
That's also the place where I grow bored and start a new build. Late game usually loses my interest. -
Quote:Our viewpoints don't seem THAT opposing. Neither of us want something so underrewarding that it becomes irrelevant.I'm not talking about "half of farmable XP".
I'm talking about underperforming compared to the rest of the game.
-If you look at per-kill levels, yes, a substantial reduction in XP reward in Mission Architect would appear underperforming and drive off players.
-If you calculate in the whole experience of one evening, people testify time and again that Mission Architect is capable of rewards that are substantially over and above the rest of the game. That's one of the reasons that it's so central to so many players.
As you noted in another thread, MA has no low-xp delivery missions, no insane cross-zone travelling, and no in-zone traveling for that matter. With "ticket" rewards, players don't have to worry about taking a moment to sell to make room in inventory when full either. There's no 'return to contact' wait either.
There advantages keep the reward/hour significantly high, even with the steps the devs have already taken.
I really am "casual" on the XP metric. I never really looked to optimize and only casually use MA to follow arcs of people I know. I never "bridged" and the closest I've had to a farm was doing nothing but RWZ missions to get enough Vanguard tokens for a full costume without doing a mothership raid (still don't have the damn helmet). I'm not saying this out of a sense of moral superiority, I'm saying this to stress that I'm NOT a good judge of how great MA rewards actually are right now because I don't really care. I'm relying on the testimony of others- people that USE and LOVE the MA's rate of reward and rave about them.
The way they talk, it seems that your typical farm-friendly arc would be better (overall) than the typical dev-created content even if it dropped 25% less XP per kill. The way most of them talk, even a 50% drop would appear to take things just a little under norm, but people are prone to exaggeration so I know 50% would be too much.
The trick is, without SOME adjustment that focuses on the overall experience, then you'll keep having the dev's content be just as irrelevant as you seem to fear MA becoming. -
Quote:A point I do agree with, but claiming that EVERYONE will just abandon mission architect if it didn't give as good reward as it does neglects the fact that it also can have its own reward quite different from the XPPSNethergoat said "under-rewarded", and that is the most important word there. "Flocking" is the second-most. Everything you listed there is its OWN reward, a feeling, not something that can be quantified. And if it could, and the pleasure of finding that exploration badge was somehow on the chopping block to be diminished, you'd see the same or more hell raised. (Well, more, actually, this particular outcry is very mild.) Taking down enemies is only its own reward until about the 20th time to most people, after 100 times there had better be something else on the table.
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Quote:Here's a few:MA - rewards = ten RP'ers hanging out shooting the breeze. They know this.
In the entire history of the game is there one example of players flocking to content that under-rewarded?
Badging.
Time-consuming, occasionally influence-draining (market/crafting badges) and relatively unrewarding aside from an "i did it" marker.
Giant Monster Hunting
Yes, we've lamented that the rewards are weak, but many monsters are still hunted, despite this.
Rikti Dropship Takedowns
Only reward is the "I did it" pride.
Positron's Task Force
No reward is sufficient for that pain
Zone Events
I'm looking at Steel Canyon's Fire Alarms. Many of the participants I encounter there would see all the hellions conning grey, yet they continue to participate.
PvP
Even games with no PvP "rewards" have PvP participants. Many of the best PvP turnouts we have are in tiered competitions where very few of the participants get any reward at all.
Costume Creation
Hours upon hours often spent experimenting and trying new looks, even when there isn't a costume contest reward... for nothing other than looking "good*"
Quote:Gamers are simple creatures.
While I'm sure a handful of zealots would just LOVE for MA to be cleansed of all those grubby XP loving degenerates and restored to its pristine dream state, everyone else in the game would treat it like a horny leper and run the other way.
And some people would love for them to be totally XP free.
That doesn't change the reality of games, which is that ~99% of your players want their shiny and most of them will happily ignore anything that fails to deliver in sufficient quantities.
1) A great deal of people did things other than farm the previous Max-XP farm available. They chose not to chase after the fastest available XP but play other parts of the game. A great deal of people would continue to do just that, sampling AE as one part of the wider game, when something else takes the FOTM farm.
2) Yes, MMOGamers, in particular, may be achievement-focused, but don't forget that for the past few years, the one PC game title that dominated the top-10-sellers with WoW was "The Sims."
Quote:The dreams of some narrow player demographics aside, I doubt the devs would consider an MA used by some tiny % of the population to be a worthwhile return on their gargantuan investment of time and energy.
Then why not release it reward free, or reward gimped?
Because they want people to use it.
It's fine for players to be exclusionary purists who think everyone should play for "the right reasons", but developers have to cast a wider net if they want to keep cashing a paycheck.
I have no doubt that the "NO XP" crowd is a substantial minority, but a "Half of the current farmable XP" group would probably be much more sizable (particularly if it had been done that way at launch). Heck, half of current farm rates might be better reward-per-hour than 90% of the dev content, when you figure in travel, delivery missions, and whatnot.
I'd even go so far as to speculate that quite a few of the XP-maximizers would have PREFERRED such a reduced-reward system, as it would've made AE exploits far less extreme, possibly allowing for more moderate Dev remedial action than we've seen...
I don't claim the total would be 99% on my side.... but I'd bet it'd be close to a majority. From the numbers I see in AE, if 50% of the people gave up on AE to chase after the next great farm in-game... AE would still be doing phenomenally with the remaining 50% just visiting occasionally as they meandered around all the different content the game offers.
EDIT: To be clear, I'm not using "farm" in a condescending way here. I'm just saying that if the people focused on farming AE for rewards will gravitate to the next hot-spot, if max-XPPS is so critical to them. They did before AE, and they'll do again.
If you think that kind of play is the majority of the playerbase, do you really think the devs want all those people just farming the same few missions in AE when then new (dev created) content in Going Rogue is available? They WANT the rest of the game to be a viable option, if not slightly preferred. -
Quote:I don't know.Rewards need to be comparable between MA and 'real' content or people won't bother. Likewise they won't bother with 'custom' enemies that are much deadlier than standard foes but for some reason yeild less XP.
Before it was launched, there was a lot of speculation that MA wouldn't give XP or would give XP at a diminished capacity... primarily to curtail the rampant abuse that would be inherent in any other kind of system.
While many people did say it NEEDED regular XP to be viable, many also said that they didn't care.
Personally, I'd be fine if ALL MA missions averaged about 1/2 to 3/4 of what "dev" missions did... (dev's choice missions could bump up to full XP). It'd offset some of the reward limitations of dev-created content (travel, delivery quests, etc) and remind people that there's gameplay opportunities outside those doors.
Would it mean fewer people playing MA? Yes, but the ones interested in a good story would still be there... and that's what the devs have been on record saying MA was really for. -
Quote:The goal isn't to make them all identical... it's to make them all fit within acceptable margins.I think it's very hard to make a mob that isn't a farm favorite - if they give every mob identical xp, then that'll still make some types more attractive to farm because they'll be faster to defeat - and if they just reduce the xp only for the most popular farming mob, then farmers will just switch to the next most popular one.
At some point, the fact that I get X% more XP/hour chasing down carnies is offset by the sheer boredom of fighting the same foe so I start taking on a wider variety of adversaries. -
Everquest 2 tried a half decent job by combining baggy "pants" covering the legs along with motion-sensitive loincloth and back/sites Most of the time, the loose pieces "clip" into the same-textured leggins, helping give the illusion that this is one continuous robe seam. Jumping still broke it rather badly, as did strafing, but it STILL would look better than the damn thing stretching all over like other MMOs long robes.
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The biggest problem with the Architect Entertainment System's ratings system is that it assumes that our whole online community is homogeneous. My likes are your likes, so my 5-star rating is relevant to you.
Obviously, that ain't so. So why are we using community-wide ratings? I might care what my friends or people I respect think, but not joe_troller or anyone that subscribes to a playstyle I can't fathom.
Let me see the ratings that my circle of friends give. Have an option that shows a rating based ONLY on the people I deem relevant. (Let me choose to include my friends list, supergroup, coalition, or add-a-friend manually).
If someone's rating down great stories that aren't XP-centric, while I live for the story? Won't bother me. Most of my circle of friends share similar or at least related interests, so what they find and rate will be more likely to be appealing. ...And that person that's looking for XP centric stuff? Odds are good that he's not going to appreciate MY rating priorities anyway, but really value the ratings of the people he hangs with... -
Quote:Damn, Bill. That was a remarkably harsh, heavy handed, and - might I add - spot-on assessment. I'm jealous.BI, it's not that your opinion is different, it's that your opinion is stupid.
Had you come into this thread stating any of the following:
1: I think the XP nerf goes overboard. Yes, they're easy, but this is too much.
2: They deserved no nerf at all. They get dull pain and a self-res.
3: Yup, they're a cakewalk, they deserve the nerf.
THEN you'd be sharing an on-topic opinion.
But you don't do that. You never have. You've always been the ridiculous waste of space doomcrier that you're being in this thread.
Do you speak on the topic at hand? Oh, no, you come in torches burning, screaming at all the nonbelievers, "NERFS ARE KILLING THE GAME!!! THEY'VE ALWAYS BEEN KILLING THE GAME!!!! DOOOOM!!!!"
And yet there's still over 100000 people playing. Just like last time.
Cancel your account and go away. You've never brought anything of worth to these forums, this community or probably even our species.
perfect -
Quote:As others have stated, this itself wasn't the core argument...The argument here is really: are sub numbers up or down? It looks to many of us like they are down significantly.
And the people that are saying "they are down significantly" are so misapplying the data (and don't seem to care) that there is really no point in continuing it...
but in an effort that you DO care, I'll try:
-The Business model that CoH worked into its base is a kind of "surge and decline" model where large bursts of numbers come with expansions & then trickles down. There are fluctuations with the seasons and similar economic factors as well that are easily weighed against the raw numbers, much like we don't compare December's and June's temperatures when trying to determine year-over-year trends.
-What's notable about the numbers that we have available isn't whether there's a decline or not, but that the slope of the decline defies industry numbers. Thus, a decline in numbers is expected, so a "significant" decline would have to be a relatively large decline.
-What's also notable about the numbers is that there is no steep decline that can be associated with nerfs. That also fits most industry standards. At conference panels, MMM designers rarely saw an increase in subscriber loss after a nerf- particularly not at the levels player anecdotes usually attribute. (things as dramatic as SWG's NGE might be an exception. SOE says otherwise, but that may be because people that quit playing, but used the station pass, were still considered subscribers) Since many people interested in this tangent are trying to make the case that we're down due to nerfs, the evidence doesn't support this.
What the evidence does support is that the biggest surge in subscribers comes from the launch of a new expansion. Given that, it is in the devs' best interest to get everything clearly in place for the cleanest Going Rogue launch possible. Part of that involves getting as much imbalanced gameplay under control as possible before that time.
That supports the idea of getting the hard adjustments out of the way NOW. -
Quote:First let me emphasize I love this game. That said, I can't see the point in making a City of Heroes movie. It seems to me that the two main reasons you'd make a film is either that it has a compelling story or it has a built-in fanbase that you want to cash in on. The fanbase of CoH is decent in terms of being a profitable MMO but might as well be nonexistent in Hollywood terms. Interview 100 random folks and the odds will be extremely high that none of them have heard of CoH. Contrast that to WoW that has millions of fans. I could see Uwe Boll hired on to do a WoW movie.
In terms of story, the CoH canon is certainly pretty rich as a game world setting but nothing special in terms of creating a screenplay. I just fail to see why anyone would consider a CoH movie a potentially profitable venture.
IIRC, the guy buying the rights was of the attitude "throw special effects, superheroes, and aliens on the screen, and who'd care about STORY?" Honestly, though... I agree. I can't see the merit in a live-action movie centering on the Rikti war, as the original press releases indicated. -
Quote:If I had room in my sig...What a moronic statement. Everyone knows and accepts that some people get upset over nerfs. The debate is over whether they're being childish little prats with over the top entitlement issues When they get upset about nerfs.
As Statesman said, it's an MMO. People come and people go. People leave because real life makes them or they've stopped having fun. If they can't have fun with the game because their favorite whipping boys lost some XP per kill, so be it. That's their choice.
But they shouldn't expect the rest of us to give a damn. -
Quote:Actually, if you compare it to other games, you find that the "surge and decline" values are the industry norm.And taking another look at your chart, we see that subs have been on a steady, gradual decline since the "nerf campaign" began. Are the two related? Maybe, maybe not, but you cannot deny that changes to the game have a meaningful impact on subscriptions. The "wild fluctuations" you see in the first half of that chart are due to the "newness" factor - people try the game out, some stay, most don't. Subs go up and then go down. Subs went back up around the time CoV launched in late 2005 and stayed high for a while.
Compared to most other games, CoH's decline is remarkably flat post-nerf. -
Quote:Agreed, Prof_Backfire appeared to be overgeneralizing. As you describe it, people could casually enjoy and pursue the purples while pursuing their own gameplay. Many- most- probably DO.I understand that you consider everyone who doesn't play exactly like you to be miserable, grind-obsessed exploiters who should be driven from the game, but the devs realize that maintaining a solid financial footing requires appealing to more than just one narrow demographic.
Purples were made to give performance-oriented gamers something to pursue, since their sub fee spends just the same as yours.
There IS, though, this vocal minority that object to these "nerfs" because they were "forced into" using such pursuits. Their insatiable demand for the loot drove them to the "only workable solution" of abandoning whatever gameplay they enjoyed to take advantage of the most extreme reward system to fuel their appetite.
Yes, those few are free to make themselves miserable in their pursuit of "fun."
We're free to point out the absurdity of their situation...
...and when the devs determine that such obsessive behavior starts affecting others' gameplay (gross inflation in market items), they're free to adjust gameplay accordingly.
All that's been done. Now what we have is the rather un-civil debate between parties on whether the devs' change really was necessary. -
Quote:This, to me, is the crux of the problem. How did it come to this point? Why did we get things that, in order for us to have them, we would have to grind and farm? Did players seriously ask for that? I mean, I know they did, but are there really that many people out there who actually like this stuff?
Either way, I agree with your general premise - whether we have farm bait or not, the point remains that if we are so inclined, we can just ignore the existence of these things and play as we always had. This, to me, is the single most compelling reason (in terms of pure gameplay) to pick City of Heroes over any other MMO, and indeed over most RPGs.
Agreed.
I know the devs wanted to introduce something that would give players something for their level 50's to work for over a long time, but the problem is that for MANY of the people interested in such a thing don't seem to think that way. Rather than see each new purple as another incremental improvement on the way to that "ultimate build" that's an achievement by itself, they're rabidly chasing after that final stage.
Perhaps that's the same way many "race to 50" while others just enjoy a steady leveling process that gets them there. -
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Quote:Right, along with the value someone puts on the inconvenience of rolling that many salvage attempts and managing the excess resources. That's why I was thinking THAT might be a "softer cap" than a direct price comparison.That's an interesting take on it it provides both an influence sink and a salvage faucet.
In any case, whether salvage or brainstorms are sold, the developers would essentially be setting a price cap. It would either be $price of salvage, or it would be derived from $price of brainstorm divided by P (probability of getting the one you want). -
Quote:Selling the salvage at the stores would put a hard cap on market prices that would be too dramatic, in my opinion. Sell brainstorm tokens (already in the game... base salvage converts to it) which can be cashed in for a "roll" (which it already does) would provide more of a soft-cap. You aren't guaranteed you'll get what you want, but if the item you want costs 100,000, and tokens cost 5,000, you can "roll" twenty times and even if you don't get the item you want, you'll probably make up much if not all of your losses selling what you got.The way I see it, there's a narrow window for profitable trading on SOs and common IO recipes.
Drop: for free.
Sell-at-the-store price: 50,000.
Buy-from-the-store price: 150,000.
In other words, you could sell at the store for a guaranteed 50K, but you could potentially make up to 149K if you sell to a human on the open market. People aren't doing this, as a rule, because your profit is maxed out at 99K or thereabouts (unless you can find someone dumb enough to purchase the item for more than the store price).
The really hardcore buyers and sellers prefer to operate on items where there is no "maximum" price, for things that cannot be bought at a store: salvage, IO sets, purples. The sky's the limit.
That's why I say all salvage should be available at stores. It wouldn't kill the salvage market completely, but it would put a serious damper on the sky-high prices. You could hope to get the item for free as a drop; if you don't, you can check the auction house, where the price should be somewhere between the SATS and the BFTS prices. If there's none available, you can buy it for (at a maximum) the BFTS price.
Why do I say this? Because now, bases use Invention salvage.
When prices drop, motivation to take the chance drops.
Thus, it increases market supply when its most need, provides an influence sink, and puts a softish cap on extreme prices
I say sell "brainstorm tokens." It's not a guarante -
..I should've added that what made real numbers NECESSARY in CoH is that not all "minor" damage was equal (for example). Some powers listed with the same generic description had notably different results. That made making informed decisions difficult
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Quote:To be fair to Jack, that was a pretty BIG developer trend back in the day. Conferences and UI designers spoke about how "natural" feedback like visual representation of injuries would be better than health meters for the general market. Where "low" "medium" and "high" damage were more player-friendly than games that made people feel like they needed a spreadsheet to play it.....
Just the fact that we have numbers in-game for everything right now just proves how wrong some of Jackie Boy's ideas were. He was so dead set against that. That was not a resource thing but a simple developer choice.
Heck, it sure was easier to explain things to new players... particulary when you factor in how ED muddles things up-- 32%+32%+32% doesn't equal 96%? How about a 100% recharge reduction that only really gives a 50% reduction because its 100% of the *modifiable value* off. Something wrong there (they could have avoided that by giving "point" values to enhancements, then mapping those points to a percentage boost. It'd have eliminated the need to explain the different "classes" of enhancements too...) Don't get me started on accuracy calculations!
It's much more newb-friendly to just say "slotting a generic recharge reduction makes the power come back faster. Slotting these different types makes the power come back even faster."
I agree with the decisions to make the power values available, but I'm concerned that making them TOO visible leads to unnecessary confusion or unwarranted spreadsheet-play fears. That's why not everyone considers 'real numbers' a good thing- and many of those people just aren't playing this game. -
Quote:Exactly. Business relationships are a complex thing.Yes, that proves that it's possible. But it doesn't prove that they did it, as your article is suggesting. Zombie Man's layout of other possibilities are a more reasonable stance than "NCSoft did it" or "Cryptic did it". It could have been a mutual thing, with each side sharing some portion of responsibility for the staffing cuts. Cryptic was making an income from CoH-- they could have used some of that to reinvest in it just as NCSoft could have.
Quote:Maybe I'm missing some information here. Why would NCSoft, the publisher, be the sole funder of the CoH development team?
That's a more traditional publisher-studio relationship.
Cryptic-NCSoft was more complex because BOTH parties co-owned the property (exact proportions are unknown, but that much IS). There was definately some agreement in the distribution of revenue and an agreement on maintenance costs and responsibilities, but there was likely some vagueness (there always is) on how additional investments are handled. When push came to shove, one party expected more from the other. Maybe NCSoft expected more ownership of the product if it funded more of the development. Maybe Cryptic expected to be able to eventually "buy out" NCSoft and be sole owner... we don't know... but it's easy to see how that could complicate the business relationship. -
Quote:Heh... yeah, that was more of a devil's advocate post... but we know that the first 2 weeks of a release are hard on devs, so you want as few of them on vacation as possible. The devs here have shown that too. Also, IIRC, even with the "breaks" many MMO's show a lower population trend in Nov-Dec, IIRC.Well since I think you are bending over backwards to paint a gloomy picture that "holiday beta testing is a bad thing" I'll counter with this observation: Most people have some kind of winter/holiday break from school/work during December. This timeframe might actually allow -more- testers to be available to do some testing with spare time they might not normally have.
I seriously doubt a gaming company with a big expansion lined up is going to let the holidays affect their ability to do their jobs quite as seriously as you're suggesting. At least you agree that GR is likely to happen more towards the first half of next year instead of the last half so I'll cut you some slack.
CLOSED betas are supposed to be borked, but betas in MMO's have become more and more "preview" moments for the players... and players have proven to be... temperamental... so there's increased sensitivity by devs to appear responsive. It's a stretch to say they'd delay a closed beta because of it, but not much of one. -
Not bad, Manofmanychars,
-but go back and look at his broken "promises." Many of them were qualified... or were what was being considered. Even then, one of the things with being in his position, is the things that he's thinking about TODAY are concepts being put on paper that'll change dramatically down the line. That's a tough thing to foresee, and reason for many "broken promises." And contrary to popular fiction, he's been one to admit faults:
Quote:and acknowledge people that disagreeFrom: http://boards.cityofheroes.com/showp...&postcount=550
I can tell you for sure that we'll be reading this thread and others about ideas, suggestions and what not for the future. We try not to get too specific (hence my reputation for vagueness) because we've been bitten by several things that we thought were pretty sure, only to see them not happen. Skills? How about the original design for City of Heroes? Anyone remember that? Things change during implementation, so as a result, we don't like saying things until we're 100% sure of them. And even then we make mistakes.
Quote:http://boards.cityofheroes.com/showp...2&postcount=14
To be honest, criticism comes with the job. I'm not fond of personal attacks, but I understand that people are passionate. Heck, I worked in a comic book store (yep, I was comic book guy), so I understand the vagaries of working with the customer. One thing is tantamount, however - you guys are the PAYING subscribers. I might not like the feedback, but everyone is entitled to an opinion. Admittedly, honey is usually more effective than vinegar, but I always try to look beyond that...
-"Can't be done" was frequently qualified. He explained time and again that many MANY changes were back-burner because the resources could just better be spent on stuff that affected more of the player base.
Quote:http://boards.cityofheroes.com/showp...&postcount=568
We try to pick what we think will have the most bang for the buck given time and resources; every single company in the world does this. Sometimes we poll the boards, sometimes we do datamining, sometimes we do other research...but we try to pinpoint things that will affect the most people in the best way.
And because I did find and send this stuff to Stellar, here are a few of the references showing that Jack wasn't the one in absolute control of the budgeted resources:
Quote:http://boards.cityofheroes.com/showp...&postcount=550
Secondly, let's try to clear up a misconception. Cryptic does NOT fund Marvel's development. Microsoft does. NCSoft publishes City of Heroes. They fund its development team, marketing, PR, sales and this website. NCsoft provided Cryptic with funding to finish City of Heroes and launch it.
Quote:http://boards.cityofheroes.com/showp...8&postcount=39
NCSoft (the publisher) and Cryptic Studios (the developer) are still firmly behind City of Heroes. It isn't going anywhere. NCSoft continues to fund a fantastic live team with lots of great stuff to come.Quote:http://boards.cityofheroes.com/showp...&postcount=345
Bottom line: CoH remains a success in NCSoft's portfolio. They're continuing to financially support the product for a long time to come... Cryptic Studios loves the game. It's our baby. The game isn't going anywhere!
Yes, these are all in Statesman's own words, so if you already think he's a liar, you're unlikely to be swayed. Sorry. His posts stop around the time of the split, so he's much easier to search for (Statesman_NA).