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Do a character database wipe and see how well that argument holds up. Yes, some of us have played other games. I have a hard time imagining those of us who've been here for eight years and sunk thousands upon thousands of hours being willing to start over in a new game full time, however.
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That's good enough for me. Thank you kindly
I mean, I can see why it might look strange to have the fur wrapped around bare arms, but I've always seen that as sort of like a mink scarf as much as like a coat's fur trim. But do what you can. I'm just happy to have been heard
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Quote:Isn't that line supposed to come from your character, though?Go ahead. Try and read that in a voice other than that of Sebastian the Crab.
Speaking of which, I honestly wish the template for player-to-NPC conversations for future content should be that of the Avatar of Britania. Not necessarily Name/Job/Bye, obviously, but I want "my" responses to be generic and descriptive so that I can fill in the words I'm speaking or the means in which I answer, rather than being forced to sound like a stereotypical Jamaican. -
Quote:I agree with this wholeheartedly, and this brings up the concept of "consistency." A good fictional story breaks the laws of our reality, but is nevertheless governed by its own internal laws and its own internal logic such that the audience can "get" the setting and be able to reason out actions, reactions and consequences. A key part in making your audience care about your story is letting them understand what's happening and why is it happening, and in so doing empower them to hypothesise. "If this happened, then very likely that would happen as a result." Grounding people into a fictional universe is of paramount importance, and it's where a lot of I18-I20 storylines fail by being too vague and too "sequence of random events" -ish.I think its often the case that fiction writers invoke alternate dimensions, alternate timelines, and the supernatural because they think it gives them carte blanc to do whatever they want. Its alternate dimensions: anything is possible. Its alternate timelines: anything is possible. Its supernatural: anything is possible.
I think that authors who think this forget that when you're telling a story it cannot be true that anything is possible. If anything is possible, nothing you say matters. Stories require involvement on the part of the audience, and that involvement generally requires that the audience believe what happens is reasonable, consequences are logical, that the world the story exists in makes sense. If there are no rules, you're not likely to capture the attention of very many people.
The real curiosity here is that the more you ground a story and the stronger its internal laws, the more powerful plot twists become. A twist is only a twist if it's both surprising and logical, and the only way to achieve this is to educate the audience in the internal rules of your fictional setting. This way, you teach them to anticipate events before they happen, thus setting themselves up for the surprise, and you teach them to understand events, thus setting them up for comprehending where their expectations were wrong. I personally find a plot twist I didn't see, but which makes me of "Doh! Of course!" as soon as it happens to be one of the most satisfying parts of a story. -
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That's part of the problem, yes. I don't deny that Confront and especially Taunt have their uses and I'll be the first to admit they really are worth the price of admission... The all of no slots, one power pic, no endurance cost, auto-hit effect. But the thing is that however well the power may be balanced within its own stats, it still costs me a power pick that it ought to be worth. Again, I concede that for tanking, Taunt does can be argued to be worth it. I've never tanked so I don't know. However, when a Scrapper can usually achieve the same thing with an attack as with Taunt, I do think Confront can use a once-over.
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Design-wise, I want the game to follow SSA1.7 and SSA2.1, as well as Dark Astoria. They have a good mix of reading and punching things in the face, notably by reserving the "reading" bit for the beginning, end and special whole missions and at the same time giving us lots of the "punching" bit in nice long stretches. It's how a story should be told so as not to get in the way of gameplay but still be a decent story.
Theme-wise for villains, Dean McArthur and Leonard, as well as Bane Spider Ruben. These are arcs that put over the player villain and give him initiative while at the same time not focusing too much on the emo side of being evil. They make evil cool and fun, and it's exactly what a game where I play the bad guy should be. This is villainy at its most glorious and they make me walk away with a smirk and wanting to play them again.
Theme-wise for heroes, Dark Astoria. This is a story about a hero facing adversity, overcoming the odds, standing strong and tall in the face of despair and essentially telling off a literal god. In the process we get to save a bunch of people not just from mortal danger, but from damnation, as well. I know it's supposed to be co-op content and we get the option to be big mean stupidheads from time to time, but honestly? It's some of the best hero content the game has to offer.
See? I can cite good stuff that's not 8 years old if I really put my mind to it. I still prefer The Eternal Nemesis, Division: Line and World Wide Red, but that's just me. -
Quote:The one that likes to throw multiple elite bosses and many bosses at you at the same time? Single-target shock damage is not to be underestimated.I truly believe Energy Melee needs something done to it. It doesn't "feel" right. It is a slow animating set with almost 100% ST damage. What game world is that built for? Not the game the Devs are currently writing.
That said, I don't disagree with you. I wouldn't be opposed to raising the radius of Whirling Hands, giving Stun damage or making Energy Transfer into a Headsplitter cone. I'm not against changing Energy Melee and I don't insist it's "just fine," I merely want to see it remain at the speed it has now and see fixes in other directions. City of Heroes is one of the only MMOs I've seen with decent combat animations, and a key reason for that is our powers have time to animate in non-spastic ways. -
Quote:Thank youLook into the Monstrous gloves situation. May be an easy fix. I will keep you updated.
This is kind of that case where pieces haven't propagated to all categories. Just making sure they exist in all places where they should exist would probably be enough of a fix.
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Challenge and Provoke from Presence enable Stalkers to take taunting powers, and I actually have one of those on one of my SR Stalkers. I needed to fill in a power slot without using enhancement slots
I suspected many Brute players would chip in to say they do take Taunt, and I don't disagree with its utility. I expected more people to say they don't, though. I'm not surprised almost no-one takes Confront, which is where I want to see the most done. Taunt itself is useful for tanking on teams if that's your thing, but Confront really is limited to just catching runners (sometimes, they like to ignore it often) or pulling AN enemy of a team-mate. I've have sufficiently sturdy Scrappers and I've tried to use them to tank for my friends, but the aggro control just isn't there. Confront being single-target just doesn't do enough, so any tanking I do manage to pull of is more on the strength of Scrapper Armour damage/taunt auras.
Useful or not, though, these powers seem to have been forgotten. Nothing interesting is ever done with them, either visually or mechanically, and I kind of wish this weren't the case. -
Quote:I mistyped, and I clearly didn't proof-read my post.The correct phrase would be "presence of mind".
I don't normally correct things like this, but given the content of the sentence involved, I couldn't resist.
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Here's something more I wanted to point out. I've mentioned before that a lot of I18-I20 content is intentionally over-dark and over-edgy and over-depressing, but this has less to do with the themes said content explores than it does with how it explores them. I remember discussing this with friends over the weekend, but you can't really create drama by just saying something is dramatic and making a plotline which has lots of downers in it. A plot doesn't become dramatic because it has a lot of death and torture in it, it becomes so when we care about the people involved in it and fear that they may be hurt. Why bring it up? Here's what Vanessa DeVore just told me:
Quote:You will need help, and to do that you must ask men to die.
Oh, no, I'm sending Noble Savage to his death. Please, no, don't make me do this. I care about him so much. He is such a well-developed character, what with him losing all character progression and personality between Neutropolis and First Ward and his contribution consisting of bipolar flipping between all-caps frothing rage and self-doubt. Oh, and what's this? All these other people whom I've never met, seen or even heard of who are going with him will also die? Oh, no, such tragedy.
Here's a mental exercise: Take any great story whatsoever, sum up the final climax in a couple of sentences, then retell those sentences to someone who doesn't know the story. See if you get any reaction out of this person. Because that's essentially what we're seeing here - a story which is too focused on ramming it into our heads that it's edgy and gritty by plain-text telling us it is that it has no room to set up the scene and imply this. And that's a problem, because a good story doesn't hinge on a good idea so much as it hinges on good execution. You can take a HORRIBLE idea and turn it into a good story if your execution is good enough. Hell, the Teenage Mutant Ninja Turtles are a concept intentionally made to be a parody of over-gritty action comics - they're intended to an obviously horrible idea - and yet they work because of how their stories have been told in comic, cartoon and film.
And again: This is where recent writing has improved dramatically. Take Dark Astoria, for example. It has a similar theme of death, despair and pain, yet it handles those themes in a much more restrained way. Crucially, it never pulls me aside to tell me "Hey, you're sending people to their deaths. Would you please be a sport feel guilty about it?" For all the horror that zone exudes, it ultimately gives a story about COPING with despair, as well as the ways in which it affects the others who, too, struggle to cope with it. Some, like Madame Bellarose, clearly fail, but others, like Scirocco, pretty much succeed. By giving "the people" a name and a face, Dark Astoria's story becomes grounded in concepts we can sympathise with, making us both care about the story and feel for its plot twists. First Ward, by contrast, mostly relies on what must be my favourite line from Spy Dogs: Things are happening in places all over the world! This just in - my arm fell off.
A lot of I18-I20 stories have this nasty habit of relying on vague causes and having vague effects. Master Midnight just finished telling me how people tell myths of the Furies to make people be nice to people and have people make laws for people and people people people. Also, people. What people? When? Give me examples, give me hypothetical situations, give me some grounding in fictional reality so I know this isn't just general "it's bad because it's bad" talk. Any plot point becomes better when it's clear who has done what to whom for what reason. It makes it easier for us to care when we can put a face and a name to said plot. Abstract stories are just hard to follow and hard to take seriously, and for the most part they feel like the writer is just stalling for text size.
"Specifics" is one of the things I've been very happy to see in newer content, and I'll be looking for it in stories going forward. -
Quote:And I'd agree with it. I think it was the Techbot who asked for this uptread - just porting whatever pieces would fit the monster heads and repositioning them to line up with the head.Of course, the same could be (and possibly has been) said for monstrous heads as well.
Honestly, I think the Animal Pack made a huge mistake by making the various animal heads so different from each other that they're incompatible. If they were more similar like the old CoV Monster Heads, they could be standardised and ornaments could have been created for them that would transfer from head to head. I know a cat head isn't the same as a dog head isn't the same as a cow head, but again - this is where having a "base" head to which you add snouts, ears, manes and so forth would be such a boon. It might not have looked as picture-perfect to the actual animal, but it would have allowed for a lot more customization. -
Quote:I doubt it. It's been happening for so long I doubt it's ever going to get looked at. But, hey, if I24 is "fix everything," then fixing a few of those irritating bugs would be nice. I already had an arc of mine kill Viking by spawning a Malta ambush on top of him, when you'd think ambushes should try to spawn away from players. Especially since I can't really control where the ambush spawns.There's a major bug in AE where text meant to be said when players get close to the NPCs instead gets said when the NPC spawns. I'm seeing some of it in the live game too - The tip mission with the 5th column nuclear triggers, for example, has a first goal of "defeat this one boss". It spawns a Vampire Commandant with an invisible Maelstrom held hostage (though the Commandant doesn't seem to realize it). All the text, including some clearly supposed to be on seeing the player character, spurts out as soon as the first boss is dead.
I'm really hoping this gets fixed in I24, both live and AE.
This isn't one of those instances, though. In this case, that's just how the script was written. The lines came one after the other with Serene gesturing, they just didn't linger on-screen for more than half a second. It felt like trying to read chat during a Ustream with fifty people talking over each other. -
Quote:That's part of what I'm getting at. New sets are coming out and almost everything about them is "different," even the stock Build Up. Both Combat Readiness and Build Momentum play off their set's mechanics and offer a different type of gameplay use, yet all of those sets have "just Taunt." It's as if whoever's making these sets makes eight new powers and just tosses Taunt in there because it has to exist and no other reason whatsoever. It feels like Taunt/Confront isn't even considered to be a "thing," since there's nothing interesting or unique about it. It's just there while we try to pretend it doesn't exist.I will admit, I expected we would have more alternate animations for a variety of powers than we currently do. It wouldn't take all new animations either, the game has a variety of animations in it already that could be spread around.
Now, of course, you can say the same about Hide, Placate and Assassin's Strike being uniform and samey, and I would agree to an extent. However, at least Assassin's Strike and Hide look unique and match the set they appear in. Placate... Yeah, I could argue the same thing about Placate, but at least Placate has very powerful uses in multiple directions so there's solid reason to take it. Confront, though? Yeah, I take it on my Scrappers to deal with runners, but I'd honestly like to have a reason to use that power above and beyond JUST aggro control. -
Quote:I remember that story, yes, and I do feel bad for the guy who made this and what he went though. However, at the same time, you really can't write for an established franchise without being at least moderately familiar with it, or otherwise having immediate access to someone who is so you can ask questions in real time. Again, that's why this is a professional job and not fanfiction - because you actually have the responsibility of maintaining a believable fictional universe. That's the product you're selling, in large part, so you can't just slap-dash random unaware ideas into it.That problem boiled down to the fact the guy writing it and absolutely no freaking idea about any of the background lore whatsoever...like not even a passing glance. Do you know how many iterations on beta that taskforce went through?
Was about 5 or 6 before it got to the stage it finally got put into the game.
The archvillains were changed several times (originally for some ungodly reason they used Arkarist as the CoT AV and it took players pointing out the Arkarist is a Circle of Thorns defector for them to change it), the dialogue was changed god knows how many times (people kept questioning why the hell would the assembled AVs even bother to help Reichsman).
Basically the Taskforce got such a huge slating that the guy who wrote it, never did anything else at Paragon Studios after that...he quietly just disappeared, it actually took players to discover that he had left Paragon Studios IIRC.
This is one of my big problems with the writing for this game - the writers seem to either be unaware of much of their own canon, or otherwise choose to simply ignore it. They create situations which contradict established characterisation and then simply ret-con existing characters into fitting them. They create situations where existing concepts would have been the logical fit, but instead create brand new ones and act like the old ones never existed. Why was SAM necessary, for instance, when they do the job of the FBSA, in practice? Or when I heard that someone was supplying the Hellions with magical artefacts, my first instinct was to yell "It's the Outcasts!" Because that's who's selling artefacts to the Hellions, as passed down from the Warriors. Turns out actually knowing the game's canon was a liability, because nope! It's Arachnos. I thought this was foreshadowing for the game's later revalations, but it turns out it was an on-the-spot plot point to "foreshadow" something fifteen minutes later in the plot.
I firmly believe that anyone - ANYONE - who wants to write for City of Heroes needs at least two of the following three things:
1. An intimate and intricate knowledge of at least most of the canon that's in the actual game good enough to quote plot points off memory.
2. Access to someone who's infinitely familiar with game canon at least up to the present day. ParagonWiki can suffice here, but only if referenced extensively.
3. The presence of mine to accept corrections from others regardless of their knowledge of content, or at the very least to verify corrections with either other more knowledgeable people or a static resource, again like ParagonWiki.
Obviously, talent is important, as is an editor *winkwinknudgenudge* but I'm talking purely in terms of making stories that fit with existing canon. Furthermore, there's no need to constantly invent new factions and characters when there are plenty of old ones that can be used, and that SHOULD be used. We really need to avoid this Neuron approach to writing where so many things are left unresolved by means of new writer abandoning old stories to tell his own. Working within an established fictional universe requires that you work WITH the established fictional universe, at least when you're trying to expand it. -
On the note of fast text: The game just spat out 17 lines of NPC chat at me (I counted them) within the span of no more than five or six seconds, all the while I was trying to read a very long conversation text box. Maybe I'm stupid or maybe I just don't know English well enough, but I can't read that fast.
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Speaking of "writing," here's another problem I noticed in First Ward that seems to have been fixed in later content - NPC chatter scrolls by too fast. This is a common problem with people writing scripted dialogues, in that they leave text on-screen for right around the fastest time they can read it, which means someone like me who reads slower and does so while multitasking a fight can never keep up. For instance, a dialogue I just read went something like this:
Sorceress Serene: Your Carnival of War has proven most anxious...
Me: Wait!
Sorceress Serene: I promise you that Master Midnight will soon...
Me: Hold on, I'm fighting!
Sorceress Serene: But first, you must deal with your guests!
Sorceress Serene: When you are finished with...
Me: Slow down! I can't keep up!
Mind you, this isn't a cutscene, just one NPC talking at another off in the distance. There's no reason to rush the dialogue since I'm not sitting on my hands waiting for it to finish before I can play again. Yet it's timed like how I used to time dialogue when I used to make mission briefings for the original StarCraft - far too fast so you have to speed-read if you're not already familiar with the context.
Again, I'm happy to report that this really does seem to have been fixed in newer content, and newer scripted NPC dialogues actually leave me with enough time to read them, not just acknowledge that a dialogue is occurring. Yes, I can read them later in my Dialogue chat tab, but this is reading a movie's script - it's not the same as experiencing it in real time. -
Non-bare monster feet would be nice, in general. Letting us put patterns on them to simulate clothing is a good idea, but we ought to go farther than that and look into options for armour on monster feet, letting us put boots over them or some king of non-bilogical ornament would be nice. I mean, "Bare Feet" is just one of zillions of options for human feet, but it's the only option for monstrous feet.
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Even if it's just Confront, what I'm saying is that this power sort of feels like it doesn't mesh well with the sets it's in. Build Up is only partially in the same situation, largely because it's a more abstract notion of "you focus your power to hit harder." This actually brings up something I forgot to get into in my previous post: The concept of taunting itself.
Honestly, I've never liked the concept of taunting as a means of controlling aggro. Sure, some super heroes have been known to influence others like that (most notably Spider-Man, I believe), but to have pretty much all melee characters do that is... Weird. I get that the point is to leave it vague in terms of exactly what we're doing, but I'd still like to see Taunt/Confront take on the aspects of the powerset that it's in visually. Weapon sets have the advantage here, as the taunt animation makes use of the weapon, most notably with a right-handed weapon and a shield where you bang the weapon on the shield. That's always cool. But non-weapon Taunts are just... A beckon.
What else could it be? Well, how about some physical effect that's actually an irritant? Think of Johnny Storm setting someone's butt on fire, as an example. It's not a terribly damaging attack, but it's annoying enough to make that someone want to punch him in the teeth. Even Build Up "looks like its set," with Earth Melee Build Up manifesting rocks, Electric Melee Build Up manifesting as electricity arcs and so forth. Hell, even Hide tends to take on aspects of the power set it shows up in, at least in terms of taking on the look of the set's more prominent auras.
Taunt/Confront just feel like placeholders, powers which exist for no real concept reason and only because... Well, a Tank is supposed to hold aggro. It's seems entirely meta-game with no real attempt to fit it into the the actual kayfabe side of the game. Even if Confront, say, isn't the greatest of powers, making it look less meta would be a huge step. -
Do you play melee at all? Do you take Taunt or Confront (whichever applies to your AT)? Because I'm betting most of you would say "no." Of course, I don't mean to say that Taunt and Confront are bad powers. That's a debate that's too long in the tooth to touch on, and I'm typically on the side of "take it and use it," but the point remains that a great many people see Taunt/Confront as a "skippable" power and a free power pick. Sure, steps were taken to lessen this feeling when Castle gave these powers a 75% range debuff, and it does help somewhat, but the fact remains that even the current powers team seems to regard the power are superfluous. We get Street Justice with its awesome combo system, but Taunt/Confront are excluded. We get Titan Weapons with its creative momentum system but Taunt/Confront are excluded. And I have to wonder... Why?
Let's step back for a moment and think about this a bit more positively. Say we wanted to make Taunt/Confront a legitimate part of people's "attack" toolkit, but we didn't just want to copy the same power to every set. Suppose we wanted a type of Taunt/Confront that would work with the "personality" of the set it were in. What would that look like? It's easy to say, for instance, let's just let Taunt/Confront build combo levels, but this puts Brutes and Tankers at a distinct disadvantage since their AoE Taunt is on a much longer recharge than a Scrapper's Confront, so what else can we do? Give it a secondary effect, such as Dark Melee debuffing accuracy and Fiery Melee causing a small DoT or something? I mean a Dual Blades Stalker has Placate as part of their combos but a Dual Blades Scrapper doesn't have Confront in any combos, so there ought to be something we can do.
I admit, I don't really have a lot to go on here, which is why I'm not posting in Suggestions - I have nothing concrete to suggest, nor do I really know if there's any merit to even going here. What I do want to say, however, is that I do take Taunt/Confront on all of my characters and I... Kind of want to feel less silly for doing so. -
Quote:So I'm behind times, apparently. That progression is a little better since it offers a taunt for people without one or a placate for people with a taunt. Not a bad choice, though I wonder what'll happen to the characters I already have with Challenge on them. Respec? Still, it's less of a useless pick, I admit.That's no longer going to be an issue. The single target taunt is being eliminated.
Presence will be:
Pacify - Single Target Placate
Provoke - AoE Taunt
Intimidate - Single target Fear (Increased to mag 3, chance for mag4, reduced end cost.)
Invoke Panic - PBAoE Fear (Increased to mag3, reduced end cost, increased Accuracy, increased "range" (I assume the mean Radius as it's a PBAoE))
Unrelenting - Self +Damage, +Recharge, +Recovery, HoT, Self Rez if defeated.
Unrelenting honestly seems entirely out of place to me. In a pool dedicated to agro management and control you get a self buff?
But yes, Unrelenting is... Weird. This is what I mean when I say having to take powers that have nothing to do with the power you want. It seems to me like the powers team are trying to cram as much regeneration and recovery into everything these days. Blasters get them in every set and now every new addition or change to pool powers comes with regeneration and recovery. Why? I can see that in the Medicine pool, but in Presence? What does hitting harder have to do with "presence?" Presence as a concept is the ability of a person to command the attention and control the reactions of people around him through sheer force of personality or physique. This is a "me acting upon you" type of pool where a self buff just doesn't belong. -
Personally, I don't find the self-damage component to be "trivial," but I do find it to be a decent tradeoff for the power's extreme damage. I do wish we could get bigger criticals out of Total Focus and Energy Transfer, though. Crushing Uppercut already does that. I just simply want to stand my ground: Slow attacks are OK if they're balanced right.
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Quote:The mask is a pattern over the base head texture, which is brown-tinted because it's skin, whereas almost all other pieces in the game have a greyscale texture. All "with skin" body parts are actually naked body parts with the tights being just a pattern over the skin, and all "with skin" pieces are brown-tinted. Because they're brown-tinted, when you make them white, what you see is the base texture that's in the files, because white doesn't alter that at all. This is why I went so far out of my way to bug David to look into some kind of tech which would allow us to stack textures on top of each other.The mask is translucent and lets Mister Plain's skin show through. Or maybe not - since, if Mister Plain's skin is made black, but his mask is white, then you get 'Caucasian' highlights.
Failing that, just making all skin textures greyscale would work equally as well. I've done that myself via illegal means - I swapped skin textures for women with the tights textures for men to make this. Frankly, I like that kind of skin better, because it takes skin colour more directly, produces less washed-out skins and just overall looks better.
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On the subject of gloves, can we please enable Monstrous Gloves at all with Robotic Arm 3 for women? You know, the single robotic right arm? The left glove doesn't have the option for Monstrous gloves, so Akili here has to make do with a regular human glove.
Also, could we please enable the Magic Bolero shoulder fur for Sleeveless Jackets? It already exists for sleeved jackets, but not for sleeveless ones. For instance, Lady Isabella here would love to exchange her poofy sleeves for longer Witch floves, but this requires going with a Sleeveless Jacket, which doesn't have the Bolero fur, without which she simply wouldn't work. -
I was just gonna' say you missed an opportunity to use Ryu doing his Tatsumaki Senpuu Kyaku to that sound, but then I realised you were actually going from that very joke
I'm still partial to Dudley Orders Fast Food, myself.
That's not a bad video, honestly. Personally, I'd suggest going with a few more cuts to play to the music some more.
I've had a couple of attempts of my own, such as this music video for Primo Victoria compiled from a Mugen version, but as with everything I do that relies on precise split-second timing, YouTube has desynced the audio just enough to not really be in-tune with the music, sadly. And I don't have the original file any more. -
"The game industry" isn't, so much as the MMO market is. What's happening is pretty much what I warned about years ago - MMO makers have taken the two formulas most proven to work (Lineage 2 and WoW) and barfed out a bewildering number of cloned ripoff MMOs to the point where the market is beyond saturated and any new game coming out has to either be VERY cheap to run or otherwise have something VERY unique to draw players from other MMOs. There was once a time where millions of people were discovering they liked MMOs and never knew about it, but that time is gone. Sure, there are still potential fans out there, but these days if you want your MMO to succeed, you more or less have to poach players from your competition.
Think about it: When City of Heroes came out, what established MMOs were there? EQ, UO, SWG and... What, Lineage 2 that seems to have launched on the same day according to Wikipedia? There was no WoW, there wasn't a glut of F2P MMOs, there weren't zillions of WoW clones and Lineage 2 clones and sidescroller MMOs and chibi MMOs and Korean grindfest MMOs and action arcade MMOs and so forth. Back then, the MMO market was untapped. These days we're pretty much scraping the bottom of the barrel for the last few remaining hardliners who haven't given multiplayer games a chance, but the majority of a new MMO's playerbase these day more or less has to come out of existing MMOs. It's why new ones either launch as F2P, or otherwise launch BIG, with fanfare and advertising up the wazoo. Tera, the game made by jump-ship Lineage designers, has been spending years touting how great the graphics were and how awesome the combat system was and how much this wasn't like existing MMOs while The Old Republic has been guilt-tripping Star Wars fans and BioWare fans alike into not missing this unique experience, curiously avoiding talking about the actual GAME side of this game.
Basically, it's a lot harder for a new MMO to succeed today than it was eight years ago, and the numerous ones that shut down or went F2P or got sold to Perfect World is a testament to that.