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Again, in the interests of preserving access to lost backstory:
The Paragon Times via The Wayback Machine -
How does an upgrade work if you're buying GR on Steam but you've got a pre-existing non-Steam account? Does Steam give you a serial number to apply?
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Quote:Did you buy Going Rogue? If you didn't, then you are missing a couple of powersets.If they charge VIP members for these new powersets... Members that are ALREADY paying a regular monthly sub and probably have been for years, I doubt they'll stay VIP members for long.
I know I sure as hell won't. Booster packs are enough, but paying extra for powerset when I'm already paying? Get stuffed!
More to the point, did you pre-order it so you could get early access to those powersets?
I'm not sure that I see the qualitative difference between spending $30 on Going Rogue and all of its associated content, or spending $5 to get just Dual Pistols. -
Quote:Unfortunately, the problem is not that it's all over the place. The problem is that it doesn't exist. There isn't any Boomtown backgrounder. Was it destroyed in the first hours of the War, when Statesman was rather foolishly crashing mother ships into the city? Was it leveled as part of the offensive against The Freedom Phalanx and the other super teams? Something else entirely?I have not had a chance to look where you indicated, but it will be a bummer if the Baumtown story is all over the park as well.
Who knows? After seven years, you'd think that someone ought to be able to answer that question, wouldn't you?
If you're wondering "why does it even matter?" -- Ms. Liberty and Back Alley Brawler are commemorated for saving lives from the Rikti here. If it was "opening day" then there's a potential problem, in that Ms. Liberty was also getting her butt kicked over in Woodvale (i.e, Eden) where the plaque commemorating Galaxy Girl's death is located. (Personally, I think that plaque is in the wrong part of town but I don't get to unilaterally decide that except in my own fan fiction.)
Since the Freedom Phalanx HQ was here, then it might have happened later when the Rikti "lost 10,000 toops" assaulting every hero HQ they could find and then did it again and again in the following days.
The problem: there's no way to know from the available sources just what the real story is.
It's all the more frustrating because, between the Overview and a couple of the exploration badges, it's clear that there IS a background here to be told. It's just that nobody had bothered to tell it. -
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Friendly reminder - Let's not wander into game comparisons and get the thread locked on that basis.
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In the interests of promoting said back-story:
Manticore's "Canon Fodder" thread from 2009
If nobody at Paragon Studios has stepped into Sean's shoes, then maybe it's time that somebody did so. It would be very helpful to renew this kind of dialog between the players and the keepers of the Canon. -
At a bare minimum, they need to cleanup the website and fix glaring problems like that Frostfire "dossier" that I linked upstream. They need to supply the missing zone backgrounders and any missing "Know your opponents" backgrounders.
Even if the Paragon Times will never be published again, the old pages need to be re-inserted into the current website.
The "nobody reads the mission text anyway" excuse is a dog that won't hunt. If you're going to buy that as a design philosophy then you might as well not even bother with developing a game setting. Just put up a bunch of generic field trainers with ! over their head - One for "kill things missions", one for "deliver things missions" and one for "escort things missions" and call it good.
There is a measurable percentage of players who DO want deep backstory and those people are going to be some of the most passionate about the game - the ambassadors. I don't remember who mentioned "osmosis" earlier but that's WHY osmosis happens. Things spread from the knowledgable passionate people to those connected to them and even the "just give me a bag of hit points to beat up" people eventually end up learning something about the world.
It's extremely frustrating to be told that there is this supposed "story bible" with this wealth of lore in it while outside the castle the peasants scramble for a few crusts that the lords of the manor choose to toss out.
I disagree that there is a conflict between freedom to develop your character's backstory and depth in the established backstory.
Yes, I understand that the your char is the hero of the story. This is why, for instance, Azuria is not really the laughing stock that we make her because of the screen door on the MAGI vault. The vault only gets robbed once, not really a million different times. It just happens that the same events are played out multiple times with a different hero in the starring role. I get that.
I just don't see how knowing the relationships between Ms. Liberty, Miss Liberty, Freedom Corps and Longbow is going to somehow compromise my character concept. In fact, if I'm truly a "bag of hit points basher" then I likely don't even have a character concept to compromise. I took whatever costume looked cool and whatever powers gave me the best bashing for the buck, assuming I didn't just hit the random button on the costume.
If I DO have an extensive concept, then having an extensive BACKGROUND will only enhance it, not limit it, unless my concept is that my character is Statesman's love child or some other Mary Sue.
Did anybody read _The Web of Arachnos_ or _The Freedom Phalanx_ novels and say "Dangit, this totally invalidates my character"? I submit that if any such readers existed that they were a very tiny minority compared to the number of people who were grateful to learn something new about the setting and the signature characters. -
If the lack of lore (or lore organization) isn't convincing, then consider examples such as this: http://www.cityofheroes.com/game_inf..._outcasts.html
What does that say about how management feels about the lore of the game?
I'm really not trying to be some kind of anal retentive stickler for detail. These things need to be addressed and improved before Freedom launches if the game is to make the best possible first impression on its new audience. -
For the longest time we couldn't even say definitively just what Ms. Liberty's name was. In the end, Manticore chose the same solution that I had chosen myself, that both names were correct; that she was Jessica Megan Duncan.
If you couldn't find that forum posting where Manticore stated such, then you still could not definitively state it as a fact. I'd like to see a new player actually find that posting and cite it.
We still can't say for certain who her father is. It's assumed by many that Patrick Duncan is her father but that's based purely on the coincidence of the name.
A significant amount of the known lore is apocryphal. It's based on forum postings that are lost in the mists of time and the changes in the forum software. It's inferred from tidbits without ever being confirmed or stated outright - Miss Liberty's association with Freedom Corps being a case in point.
Who founded Freedom Corps? What is its purpose? Who runs it now? What position does Ms. Liberty hold in its beauracracy? How does Longbow fit into the management structure of it in comparison to the more normal skill training function of its known offices around the city? What position does Miss Liberty actually hold?
Who were the members of the Freedom Phalanx when the Rikti invaded? What did Statesman and Maiden Justice do during WW2? Were they involved in Korea? Was Miss Liberty involved? Which of the Stateskins were members of Alpha Team? All of them? How did they all survive?
When did Synapse discover Mynx? For that matter, what is the time period for any of the backstory behind the individual members of The Regulators?
Who is the President of the United States? What is the capital of New York? Is it New York City or Empire City? Where is the airport? Is there more than one?
I won't even get into the whole Dark Astoria mess. If you think Ms. Liberty's name was a problem then don't even try to figure out the history of Astoria. Heck, take a stab at trying to figure out just when "Spanky" Rabinowitz was the mayor of Paragon City.
For that matter, what actually happened to Baumton? Can you say what sort of "accident" occurred there? Whatever you think it is that happened to Boomtown, how can you prove it to someone who asks where to find its backstory? Think it's a matter of directing them to the website? Go find the Geography section of the website and then read the Boomtown section and come back and tell me what you learned.
The wiki is useful in many cases, but in many other cases it simply propagates "facts" that can't be shown to be anything but the opinions and deductions of whoever wrote the wiki entry. The real "problem" with the wiki is that it's NOT official, no matter how accurate it is. I shouldn't have to depend on player compendiums in order to learn official lore and history of the setting. I should be able to find that kind of information inside of the game itself, or at least its website.
When NaNoWriMo's goal for a month of writing by an amateur or even first-time author is 50k words, and that is considered a novelette, you'll have to excuse me for being less than impressed by a total of 13k of extant writing by professional writers who are intimately familiar with the backstory.
Most of these questions are not obscure or nitpicky trivia. Some of them strike right at the heart of the city's lore and history and NOBODY can answer them with any degree of certainty.
This is a state of affairs that will make a bunch of newbies feel like the devs don't care enough about their own game to even get the basics right.
It's one thing to excuse it in the beginning as "we have to worry about the game working right" and then excuse it later as "we have to worry about the next expansion; our current subs aren't put off by that".
It's another thing entirely when you're looking at exposing your product to an audience that is easily going to be ten or twenty times larger than your current audience and exposing it to the scrutiny of players and media reviews that have never before been exposed to it. You only get one chance at a first impression. If a new player asks "what's the deal with Freedom Corps?" and all you can say is "well, um, it's just this place with a bunch of contacts in it" then you've lost a chance to make a terrific first impression. Never mind later impressions when those new players begin to take an interest in the lore behind the NPC's and the setting as a matter of simple casual interest.
The really sad thing is that a couple of years worth of the Paragon Times was vaporized along with all of the lore that was published in it. Where is that information now? Is any of it considered "official" any more? Who can say? How many players are there who don't even know there ever was a Paragon Times? -
With Freedom presumably landing sometime within the next 3-4 months, I've been thinking about a facet of the game that I often find to be somewhat lacking.
Namely, the backstory.
I get that there's a paucity of lore outside of the game because the devs want the players to discover much of that lore inside of the game via badges, missions, and what-not. I also get that they want the game world's history to be loosely defined such that anyone can fit their characters into it in any way they choose.
Even so, it seems to me that when basic questions cannot be answered without out and out guessing, that there's something wrong with this picture.
It's my feeling that this is a concern at this time because the game is being set to hopefully draw in thousands, maybe millions of new players. (No joke - However many free members play long term or become paying members, a decent free to play game can easily pull in a couple of million short term players in a very short period of time.)
One of the things that will ground those players in the game world is a well written, well indexed,and well-documented history of the game world. The 800 pound gorilla is not the 800 pound gorilla because of its cutting-edge game design. Other companies are not being hailed as the new 800 pound gorilla because of their fantastic reputation as a MMO publishers. In both cases, their games are/were built up on an intellectual property that has a massive amount of backstory that was well known and well documented. The early adopters either were intimately acquainted with it already, or they were able to find it inside of the game world itself.
Paragon City has the disadvantage that the newbies won't be intimately acquainted with its history. In fact, they have the disadvantage that even many veterans aren't acquainted with its history and they seldom entirely agree about the "facts" behind the parts they DO know about.
My feeling is that the time for a drip here and a drip there is past. It's not simply a case of disgruntled veterans wanting more story at this point. It is, or it ought to be, a financial decision based on the ability of a rich history to pull in the new players and convert them to fans of the game and its setting.
I don't pretend to have any special knowledge in this area other than my own years of experience playing many, many different games and talking to other such players like myself.
Backstory and history are investments in the game but more importantly, they are investments in the players of the game. Those thousands of new players need to feel like they are entering a place that is more than a Hollywood back lot if you want them to become attached to the game. Yes, this is my opinion, but I feel it is an educated one.
If players are having to guess the answers to their questions or worse, make them up for themselves, then I believe that Paragon Studios is going to miss a chance to hook them into feeling like they are part of something bigger than themselves.
That's an opportunity that shouldn't be missed. Lore and story are food for the soul and imagination. Deliberately keeping them scarce just isn't a wise plan if you want to turn those free-to-play members into VIP's. -
Quote:I'm certain that the world is a happier place for my being a player and not a designer.
If you're telling me that you can toss some numbers in a player's face and then hold him responsible if his build sucks, then I'm glad you're not in charge of power balance. This game has historically gone to great lengths to look after its players. I would be very much against throwing away many of those safeguards, even in the name of "freedom."
Regardless, the only "gimp" examples you've talked about are extremes like Travel Power Man. That's an uninteresting case because it's "gimp by design". The people we'd be trying to protect would be the people who would take a bunch of powers that "look cool" but that actually had poor synergy and resulted in sub-par performance.
Unfortunately, this is where the discussion becomes uninteresting, for the reason that you're talking about implementation of something that doesn't even have a design document, let alone a plan or a set of tools for meeting the requirements of the design.
I don't disagree with anything you're saying, really. I just disagree that you're in a position to actually draw any conclusions or make any statements about what "ought" to be when you haven't got any idea what it is that you're discussing in the first place.
The words "custom powerset" or "free-form powerset" or "design-a-set" or however you want to address it, are just words. They don't imply any particular design goal beyond modularity of powers. In particular, they say nothing about the potential problems and whether they are addressable or not.
I hear you say "No way, no how. People should be protected from making bad choices by taking those choices away from them." I say, "Maybe there's a way to give fair warning so that people can make those choices in spite of the potential difficulties." I outlined one such solution already and it took me maybe ten seconds to think it up. I have to think that if the devs devoted some real time and effort to the same problem that they could come up with a much better solution for the same problem.
Which of us is right? Neither of us. Both of us. Who knows? It's a lot of smoke blowing and hand-waving until someone in power decides to act on it and define a design. Once you have a design, THEN you can go over the potential pitfalls and decide what the tradeoffs should be.
More to the point, I have yet to see very many instances in which the devs were taken by surprise and alerted to pitfalls by players calling out those pitfalls. Most of the time, the devs have already considered those things as part of the implementation or they've decided that they could live with the consequences of those pitfalls.
This is why I say it's ultimately an uninteresting discussion. It can't really lead anywhere useful other than to a suggestion post for the devs to consider. -
Quote:The TaxiBots would disagree with you about respect and garbage.In the spirit of what about, what about Travel Power Man, the character whose only powers are travel powers and their prerequisites. He can run fast, jump high, fly, teleport and grant these powers to others... But he cannot attack or affect enemies any any way, shape or form. Complete freedom would suggest such a character should be respected along with all the others, but such a character would be garbage in actual practice.
The thing is, a person who creates "Travel Power Man" or "Only Pool Power Melee Man" or "Pure Healer Man" (all of whom can be built under the current system) is a person who is deliberately gaming the system to build a concept. That person is hardly ever someone who is thinking "This concept char should be able to defeat Romulus".
I think the convo is wandering a bit far afield, given that the OP never asked for "give me a menu of powers and let me choose the ones I want". If we WERE given the freedom to design a powerset, the game already provides anti-gimping tools via the "true numbers" interface. Anybody can look at a power before they choose it and move the slider to see its effects from level 1 to level 50. If they choose not to be bothered with it, that's their business. There's only so much hand-holding you can do.
If anti-gimping was truly a great evil, then the "true numbers" could be taken a step further and averaged into a combat score, such that a person would see in big red letters:
Your Combat Score is 3.5. The average Combat Score is 5.0. Are you certain that you want to commit to this power build?
I don't really care. I don't see custom powersets happening anytime soon if ever. It's a non-issue. However, if it became an issue, then I would have to say that I would hold the players responsible for their own power choices given that it IS possible to predict the combat viability of a build if combat viability is a factor in the desire for that build. -
Ultimate Freedom -- Ages ago, I posted in the Suggestions forum that it should be possible to create a "blank" powerset whose sole purpose was to act as a framework in which to slot IO's with procs built-into them that provided the actual power effects.
That would be my "Ultimate" Freedom - Not just design your own powerset but design your own powers. -
Quote:Heh. I guess that was a failed attempt to reassure you that based on their past record the devs have most likely considered those shoulds and should nots already. If you were simply giving advice and you weren't actually worried about the possibility of them doing what you felt they "should not" do, well, uh... How about them Yankees?I don't see why that's even relevant here, though. It's not a question of what I feel the developers will or will not sell, but rather a question of what I feel they SHOULD and SHOULD NOT sell.
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Quote:Sam, I know that "trust the devs" feels like an inadequate answer but it's the only reasonable answer there is.I
"Pay to win" is, ironically enough, a no-win situation. If you pay to win, you ruin the game, if you don't pay to win, you feel like a sucker. For this reason, I do not want the opportunity to even exist. Sure, it might earn the company some extra cash, but it will also earn them at least one customer lost forever - me.
They have had plenty of opportunities to sell "I Win" buttons in the past. The first time that a booster pack arrived with a bonus power in it, the door was opened to "pay to win". The only difference now is that you don't have to be a subscriber in order to have the opportunity to pay for something.
At any time in the past 3-4 years, the devs could have made a booster pack of ultra-godlike-powers available for purchase with dollars. There's no reason to believe that they are going to change their design philosophy simply because of a change in the revenue model. -
Quote:Don't forget that as a subscriber you are now (as in, right now) accumulating a monthly stipend of Paragon Points that you can use to buy whichever of those goodies you like. It's still "free", inasmuch as anything to do with a monthly subscription can be said to be "free". The difference is that you have some choice in what you prefer as your "free" content (via what you choose to spend your Paragon Points on) and you have the choice to be impatient and spend dollars to get stuff now instead of waiting for however many months it takes to accumulate the purchase price of any given "product" in the store.
But its mostly the money that bothers me the most when they set a precedent for giving us free stuff. and then used the faith that they bulit up with the free stuff to get us to buy the new "good" stuff.
Also, the fact that certain things show up in the store is not some kind of indicator that the store is the only outlet for content updates in the future. If anything, it will be quite the opposite if Freedom proves to be a successful venture.
I'll be interested in the rocket board, more to see if it's really something new or if it's primarily an adaptation of the existing power slide. -
I'm sure that the website will get a facelift along with the launch of Freedom. However - I know that the website content does sometimes get neglected for periods of time long after the content of those guides has become out of date.
This is a reminder that when new players read the game guides (http://www.cityofheroes.com/game_info/official_guides/) that they should be able to rely on them having current information in them. Likewise, some of the game guides that don't exist but that can be inferred from the structure of the web pages, those guides should be added also. -
Eh, just have 'em drop 100 Paragon Points per defeat and you'll be swimming in GM hunting parties in no time.
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Quote:If you think one of today's booster packs is expensive then allow me to introduce you to Aion's Crystal Shield Skin.This new market seems pretty big. I can only imagine real life money will have a play in this. Boosters alone seem pretty expensive, will we expect much change from the boosters system: which means if we do end up using real money to buy Paragon Points, in the end is it speculated they will have the same value as if we were buying a booster?
That's like paying ten dollars for a single costume element. Not a complete set. Just a single element. Never mind ancillary powers and emotes.
There's no if's or buts about using real money to buy Paragon Points. They exist to be purchased with dollars. On the other hand, though, you'll receive $5 worth of Paragon Points each month for "free" if you're a monthly subscriber, so you have options to avoid spending any extra cash if you subscribe and you have inexpensive Market tastes. -
Quote:If that was the person's sole job (say an intern or something) then 8,000 - 10,000 submissions in a year at $5 a pop would mostly pay for that person's salary and benefits. That sounds fairly reasonable, actually, and if Freedom is a runaway success then that might be a conservative estimate of the potential revenue.This sounds good in theory and even technically workable, but I wonder whether it could be made to work. The devs don't have the manpower or inclination to do large-scale review of the main mode of players' content creation at the moment, AE. There's just too much of it and not enough time or people. Wouldn't having a review system for chest emblems run into the same barriers? Perhaps not; everyone can string a few characters together and populate a map, but not everyone can Draw A Hexagon. Would the difference in submission rates make having a Chest Emblem Reviewer in Paragon Studios' best interest? I don't know.
Hmm... Maybe that deserves posting in the suggestions forum. OTOH, it's such an obvious customization that I'd imagine someone at Paragon Studios already has it on a white-board of possible "products" to put in the Market. -
It occurred to me today that maybe there was a way to make the old "I want a statue" meme less a pipe dream and more of a potential feature and even a revenue generator.
Sure, we don't want a million marble edifices cluttering up the city landscape.
A "statue", however, doesn't have to be made of marble and be 100 feet tall. The recognition value is the true point of the thing, not the building material or the massive scale.
I'm imagining a Star Wars style of hologram that would be "projected" as a tall, not gigantic, "statue" of a player character's costume. As a hologram, the projections have form but are also inherently ephemeral both in substance and lifespan.
I see this having several uses.
One would be as a way to recognize the top performers on the city terminal leaderboards. The "holo-emitters" could be stationed in any spot that makes sense as a public display of honor - The plaza outside of the arena, or inside of it, for instance.
Similarly, for the top performers in arena PvP. Either of these gives an incentive to actively participate in those activities and it gives F2P players some incentive to at least upgrade to Premium if they want a shot at that kind of recognition.
From a revenue generation perspective, the holo-emitters could be sold in the Market, allowing players to purchase holo-emitters to place in their bases. The projected images could either be fixed images or they could be dynamic by virtue of allowing a .costume file to be assigned to the image.
It might also be that holograms could be crafted from salvage and "plugged into" a holo-emitter. This obviously creates the possibility of giving a pathway to allowing everyone access to some no-cost (in dollar terms) generic holograms while personalized or customized holograms would cost some Paragon Points to acquire. -
Quote:A competitor has a feature that allows players to design a custom flag, submit it to a peer review, and then be approved and added to the player's flag inventory. This is a MMO, not a sandbox.Are you going to do the animations?
I don't expect what you're talking about to happen in CoH, but having played "open sandbox" style games where players can create their own content (outfits, animations, etc), I'm curious if a game will ever come along that incorporates some of that sort of openness in an MMO environment, or if it's even realistically workable.
It's true that most costume elements would be out of the question but it seems to me that chest emblems are the exception, being that they are basically decals. I find it conceivable that there could be a process for submitting and approving custom chest emblems and charging a few hundred paragon points for the privilege.
As for the topic, I have a difficult time imagining any new "freedoms" above and beyond the one the OP envisioned. It's one of the reasons I've felt for awhile that CoH was already pretty much set for conversion to freemium. It has many monetization opportunities available just selling the basic building blocks of the game experience.
Assuming that "freedom" in this context means "pay money for some extraordinary benefit in the game", I'd like the "freedom" to erect a statue in my character's honor. -
I pulled out a long unfinished story the other day and ran through the portions that were already written. For some unknown reason, I began to get ideas for a chapter that was near the end but otherwise sitting out in the middle of the blank second-half of the story; neither a continuation where I'd left off, nor the conclusion.
I started typing and by the time I was done I had much more than the outline I'd expected; I had a pretty fully fleshed out chapter. Today, I went over it again and tightened it up here and there, and fleshed out a couple of places that were asking for further elucidation.
I read it over again, then, and said, "Shoot, I never saw that coming."
I know that many authors talk about a story writing itself but this is the first time I really felt like it was doing just that. The chapter began where I expected it to begin, and ended where I had originally expected it to end, but the route between those two points took some turns that I had never anticipated, let alone planned out ahead of time.
It will be interesting to see if the rest of the currently missing chapters do likewise.