-
Posts
1574 -
Joined
-
Not the best trailer ever, but not bad at all.
- We have a sense of the plot; it's not just 'Thor + explosions', so people who like movies with an actual story have a reason to go.
- People who have no idea who Thor is are told basically what is up; it's the tale of the son of a god/alien that falls from grace and needs to redeem himself.
- A hint of romance.
- A bad@$$ warrior chick.
- The connection to the other Marvel movies is established for those who only watch the movies.
- Sir Anthony Freaking Hopkins and Natalie Swoon Portman? Money right there.
- We know Thor is going to lose his powers, so we know we are in some dramatic tension as to whether he will be killed before he regains them. And we know its' not a simple as picking up the hammer, but that wielding the hammer is involved.
- Hints of epic 300-esque battle in Asgard, and a super powered throwdown between Thor and the Destroyer.
- Token Black Dude and the Warriors Three.
What we don't know so far...
-- How will Thor prove himself worthy of Mjolnir? Probably by being willing to face the Destroyer without his powers?
-- Will they play out a Thor/Sif/Jane love triangle?
-- Who is inhabiting the Destroyer suit?
-- What Loki's plan is, and how Earth (other than assassinating Thor) is involved.
-- What the other gods come to Earth to do.
-- How Odin dies, and what will happen to Thor as a result? Will Loki retain control of Asgard, with Thor banished to Earth to do his heroing, or will Thor ascend the throne (meaning they will need to bring him back to Earth to get him into The Avengers) or will something else happen (perhaps Odin being resurrected)? -
The trailer gives me the impression that Donald Blake/Sigurd Jarlson is peak human, and that Thor will likely be MUCH more.
I wonder if they are going to keep Mjolnir having a secret identity as a walking stick that 'human' Thor does not need, or not even address that during this story? -
Nice! Either I've been lucky, or more people than I thought have seen some of my personal favorite One Season Wonders.
-
A lot of studios forget that in order to make a good superhero movie, you must first make a good movie.
This looks good. -
Pirates of Dark Water: American Cartoons that are actually good on a dramatic level are a rare thing and must be supported.
Invader Zim: The insanity calls to me.
Neon Genesis Evangelion: It changed anime forever.
Freakazoid: Funny and beloved.
Dungeons & Dragons: I swear this was my actual D&D group at the time.
Martian Successor Nadesico: "Guy Daigoji is the name of my soul."
The Big Guy and Rusty the Boy Robot: Haven't seen either, but have heard great things about this one, and I love the premise.
Cowboy Bebop: What a great set of characters! -
Although this is a legitimate point, there is also value to having zones that are smaller 'grid-wise' so that players encounter each other more often. This makes the area 'feel' populated so that the players aren't motivated to move to more populous servers or more populous games.
-
1: Please list what you see as the top 3 bugs in the game you are making progress on.
2: How many issues/months ahead are you developing tech for?
3: Please name a tech request that you are all like, "Great idea! Not gonna happen without rewriting the engine."
4: Are you overhauling the CoH engine, and if so, is the process ongoing or something that is intended to happen at some point in the future?
5: What's up with the patch notes (they have gotten better; thank you)?
6: Are you working on a happy friendly developer UI for powers creation/content development? I've heard one would be ...useful.
7: What were you thinking?
And most importantly...
Can you save Happy Town? -
I don't think there should be any all-new zones, blueside or redside, until the current zones fill up more.
I think the work and time should be put into revamps of the older existing zones (both art and content-wise). Make those 'new' again.
New zones attract people to the game, but they also split up the existing players so that the game feels 'empty', especially with all of the instancing.
I think we have hit a point of diminishing returns on this. -
Quote:I agree that the more severe the consequences, up to a point the more effort to warn the player.Maybe we won't agree on that point, but if we can agree that severe consequences should have some extra efforts to warn player (ex, the VERY obvious PVP zone warnings when entering the zone), then we don't really think that differently after all.
But where do you draw the line? Most players don't read the dialogue boxes that pop up and obscure your vision most of the time. Should such a box pop up every time you click the market interface? If a player is not even going to log in for 60 days, where are they going to read a warning anyway? On the forums?
It's not a simple call, is all I'm saying.
-
There is a minimum ("it's somewhere in the manual") and a maximum ("You must click through these three dialogue boxes signifying your understanding before you can proceed") to the lengths you should go to make a player properly informed of their choices.
Where one chooses to land between the two is really a matter of style. -
Venture is right: despite the market merger, WW's is not 'dirty'. The Devs have not said it is, the game has not said it is, only players have said it is.
-
Quote:Something like this would certainly help me.One thing I would like to see concerning markets which I think would increase supply on both sides immediately would be an accolade market transportation device. Not something that transports you, but something you could use to access your market screen from whereever you are. You could buy and sell salvage anywhere
. No more runs to dump stuff and no more just deleting things other people might be able to use.
-
Quote:Not what I was trying.It's somewhat poor form to try to address one issue by phrasing it as a way to address another unrelated issue. It also doesn't happen to work.
I'll let the devs decide how much the two are related, since only they (probably) have the tools to make that determination. -
Quote:Well the idea isn't to get everybody to choose to fight bosses, just more/enough people. And the total inf doesn't have to meet or exceed; some people will be plenty happy with more frequent money.Until the amount of inf you can earn from boss drops equals the amount of inf made from purples by players who run with bosses off, that's still not going to work. Of course for Controllers who farm, bosses present a risk that is probably not worth any reward.
Quote:Yeah, you try that and tell me how it works out for you. 'Cause right now it's not working out very well for me. I fight many many bosses (not because I live in some magical pony fairy-tale land where I want to help people, but because I am more concerned with fun than efficiency, I find bosses more fun than no bosses, and I want those pool Cs and the inf they sell for) and I have yet to get a significant pool C drop from one. -
Quote:My vote would be for completely random, perhaps weighted a bit so the average price isn't 1 Billion inf. Just about anything else than random would lead to accusations of 'Dev price fixing'.The tricky bit would be determining what price the system should list the recipe at.
Not that I would be against that per se. -
Quote:We don't want to take gameplay options away from people in order for them to feed the market.Maybe the "no bosses when solo" option should be rethought as well.
People avoid Bosses because they are perceived as a nonoptimal investment for inf/xp. Perhaps they should drop Recipes more frequently, so that they are perceived as a more sound investment for drops and to make fighting them more competitive with spending Merits (but not so much that they are farmed)?
Of course, the players can solve this problem themselves by simply choosing to fight Bosses more often if they want to support the market. -
Ah, I had indeed missed this point about things that only come from the Merit system.
-
Quote:1: This is only true to the extent that everyone trashes the same stuff. If the same items are trash to everybody and the same items are gold to everybody, that indicates an issue with the diversity of drops. Granted, you are correct to some extent, but I think there would be a lot of valuable items that otherwise would be deleted mid-TF (or more importantly not drop at all due to full slots) that should end up on the market. I don't think that most players keep an empty slot and when it fills during a big battle, call a timeout to go actually evaluate it. Marketeers probably do, but the average player?Seeding the market is indeed an inf sink.
Seeding the market with vendor trash is a dumb inf sink, since it only increases supply of things that already have too much supply, drives down their price even further, and therefore doesn't sink much inf.
2: My idea was that these things would drop to the market at a random price for no listing fee, but would take up a marketeering slot (if all slots are full, or if the item was previously 'randomly marketed' they could go onto the market 'anonymously' or actually be deleted). When you actually get to go to the market later, you can reorganize that stuff and delete it then if you like. You may get back to the market to find the stuff you would have deleted has already sold for a little inf: win-win!
I don't think inf sinks are the issue. Sure, people have too much inf, but if they have more inf than they should, why aren't they spending it on those expensive items (Merits is one answer, but then if they got what they wanted, they aren't in these threads complaining...or are they)?
Supply is the issue. Sure there are things that sit on the market because no one wants to pay the prices, but (I'm told) the bigger issue is things you can't get any any price because they've already sold. Get stuff onto the market that would otherwise have just been deleted/never dropped, and people will spend the inf on the items.
Sure, there are trash items that would sit on the market forever at ridiculous prices, but who cares? Certainly not the non-marketeers that aren't bothering to clear those slots out. Since those items would never sell at those prices, no one would ever even know they were there.
Sure, there are trash items for which the price would be driven even lower, but I fail to see how that is a bad thing if they are truly trash items. -
Quote:This is likely a large part of the problem (if there is one; most of the expensive things in markets are things you don't necessarily need to get inside of, say, a one month timeframe).I'm not of the opinion that this is terribly important to do, but it certainly would cause less of the stories of wide-eyed awe with which people who don't play level 50s regard the price of things like Miracles, LotGs and purples.
Level 50s play what is essentially an entirely different game than everyone else in terms of earning and challenge (debt is meaningless and can top a million inf per play hour); yet they participate in the same market.
It's kind of like assigning Donald Trump the job of deciding the price of bread (horrendous exaggeration to make a point). -
There are a lot of things the Dev could do to lessen inflation, but they generally amount to the same thing: Dev control of the market.
I am not opposed to Dev control of the market, but that would be kind of against the point of having the free market in the first place.
What I'd like to see the Devs do is make it infinitely easy for drops to make it to the market. If that doesn't work, then IMHO the Devs need to take some direct control over pricing rather than play percentage games.
Most other measures that come easily to my mind: increasing drop rates, reducing Merit options, decreasing inf drops, etc is playing luck games and hoping the playerbase reacts the way you want.
I am more interested in seeing if the players will step up and use the power they have to resolve/prevent the market issues themselves, or whether they will 'prove' that the idea of a player run market is a pretty, but ultimately busted, myth. -
Quote:I respectfully disagree.
The only way to reduce inflation driven prices is to reduce the money supply. This can be done by directly reducing earning power, or by creating additional sinks for money that are at least as attractive as pursuing IOs (yet, unlike IOs, do not confer a permanent boost to earning power), but either way each player's "available money" must decrease or there will be no deflation.
Another way to reduce inflation is to increase the supply of the items being purchased.
Players can do this by simply placing on the market a larger percentage of the items that drop. -
A market merge means that blue side will no longer be 'stealing players' from redside who want to profit by the markets.
It is NOT a magic bullet that will solve all problems.
In order for players to retain control of the markets and for prices to drop, 2 things have to happen.
1: More actual physical behind the keyboard players need to use the markets (I suspect most players ignore the existence of the markets most of the time and that most goods that should end up on the market are deleted).
2: Players who use the markets must become more patient.
Here is my official prediction of DOOOOOOM: if these two things do not happen, people will be back to complaining about prices next year and demanding that the devs somehow code a solution that does not remove player control over pricing and transaction speeds yet also 'fixes the problem'. 'Total transparency' will probably become the next buzzword.
Whatever happens will not affect me personally: I use the markets very casually.
We'll see...
EDIT: I do have one thing I'd like to see coded into the system: the first time you delete a specific item, it actually goes on the market for some random price (and no listing fee).
People who usually delete items in the middle of play will supply the market and possibly make some extra cash, which will encourage them to use the markets more.
Actual market users will have ample opportunity to pull these extra items off the markets and delete them later. They will benefit through increased supply and unpredictability of the market. -
Wow, some nice stuff here! I just might enter the 21st century yet!
-
I'm not concerned too much about the video, I think the card I have is decent (although a step up won't be turned down).
I'm not *comfortable* building from scratch but I am confident I could manage it.
I'd rather have a desktop than a laptop (although I need to get a laptop or a notebook at some point).
Thanks for the wishlist. I'll look for that Father Xmas guide.