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Posts
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This is mostly speculation, so take it for what it's worth.
As far as I know, Paragon Studios doesn't do marketing. NCsoft does. All of the marketing goobs are out of corporate, not affiliated or related with the developers or community reps in any way. If you want to send a letter to the people responsible for marketing City of Heroes, you'd be addressing it to Austin, Texas, not Mountain View, California.
Here's the kicker, though. Theory o' Tony is that those people who are responsible for marketing City of Heroes are the very same people responsible for marketing Guild Wars, Lineage, Lineage II, and Aion. The last in that list is the spoiler of the group. It's the big shiny new kid that the company is putting a lot of emphasis on getting out there into people's grubby little hands. City of Heroes? It's over five years old. It's not supposed to be raking in profits. Money spent marketing it is money that could be better spent marketing Aion, right? At least, I think that's what's going through marketing's head.
Of course, my personal problem with that is that you need both. Aion gets a lot of free marketing by virtue of the fact that it's new. Magazines are reviewing it, it's prominently displayed on store shelves, it's showing up in retail advertisements, etc. It really wouldn't hurt them to divert a few bucks here and there from the Aion budget towards the City of Heroes budget.
After all, Aion is also an unproven game. Look at what happened to Auto Assault. Or Tabula Rasa. I'm not suggesting that in a couple of years Aion will be gone, but what we do know for sure is that City of Heroes is a proven winner. Money spent on it is not wasted, as it's a pretty safe bet than in five more years, it will still be around. So go ahead, NCsoft, spend money on marketing Aion. I really do understand wanting to show really big numbers for its launch. But please, don't forget your old reliables. After the flash and new game smell wears off of Aion, you really want City of Heroes to still be there and going strong for you! -
Keep in mind that 3D graphics are designed to mimic what we see in the real world, not how images are projected onto the backs of our eyes.
If you're really motivated enough to try an experiment, do this. Get a large, clear, hard surface that you can set up in front of you somewhere where there are lines parallel and perpindicular to a direction you're looking in. Get a dry-erase marker, close one eye (since most monitors aren't 3D yet), and look straight ahead. With the marker, use your peripheral vision to trace lines over the parallel and perpindicular lines you see past the window in front of you. When you're done, open both eyes, step back, and look to see how straight those lines are.
If the perpindicular lines are straight, then 3D graphics has it right, they should be straight on the screen because that's how you see things in reality. -
Quote:You know, the funniest aspect of this would be logging in while someone is already inside the room. The door opens up, and you come casually waltzing in.Further testing in this room indicates you can log into (and out of) this room. Also, if you are standing near one of the doors, when you log in, you come in through those doors (just like you do to get under the map in the first place).
"Hey! How did you get here!!?"
"Through an entrance in Skyway City." Bonus points if it's during the Halloween event. "I was just clicking on doors while trick-or-treating, and next thing I knew, I ended up here. I don't remember which one it was, though. Wow, this place is really cool, what is it?" -
Quote:Arcana's right; based on what you quoted from Aral's e-mail, it sounds like he is rotating the camera around a sphere with the center being the target of what he's filming.*looks at Arcanaville*
If you can help me come up with a way of doing that so that my brain doesn't melt, I will dedicate my next video to you.
Michelle
aka
Samuraiko/Dark_Respite
For what it's worth, though, I found what I was looking for when I was talking about splines. It's called cubic spline interpolation. Basically, what it will let you do is to specify a bunch of points, and it will calculate a smooth curve that goes through each of those points.
When I first started looking into that stuff, my first thought was that it would be extremely complicated, since the game operates in three dimensions, not just two. The more I thought about it, the more I thought crap, you're probably going to want the camera to move along your path too, so that's three more "dimensions" added to the mix: pitch, yaw, roll. Plus, you might want to throw time in as well, so you could for example have the camera zoom in quickly to something and slow down once you started getting close to it.
Needless today, calculating seven-dimensional cubic splines was going to be very hairy.
Then I happened to think, you know, I don't think there's any particular reason that you can't isolate each dimension and calculate the splines for them independently. So, for example, say you have n POS and PYR values that you want to create a smooth curve for. You'll create six graphs:
- Xn on the y-axis versus Tn on the x-axis
- Yn on the y-axis versus Tn on the x-axis
- Zn on the y-axis versus Tn on the x-axis
- PITCHn on the y-axis versus Tn on the x-axis
- YAWn on the y-axis versus Tn on the x-axis
- ROLLn on the y-axis versus Tn on the x-axis
From there, you just iterate your time intervals from 0 to whatever, and the six functions will tell you what your POS and PYR should be at that time. The only problem I had is that it has been a long time since I studied linear algebra in college. However, just now, I found that a company named SRS1 Software has written the formula into an Excel Spreadsheet macro for free. A macro, incidentally, I can access via the VB editor.
One of these days if I get time, I might just integrate that algorithm into a demo editor so that you could input in a list of POS and PYR values along with their associated timestamps, and it will churn out a demorecord file with all of the appropriate time intervals to take you smoothly from point A to point N through the points B, C, D, etc. that you specify. -
Quote:I suspect it was done by calculating splines and curve fitting. I suppose it's possible that they did it manually by, for example, capturing a flight path with a demorecord file and manually tweaking the rough edges out, but holy cow, that would have taken a very long time.Having watched the video I have to say that some people have waaaay too much time on their hands, which is a good thing, otherwise I'd have nothing to entertain myself with!
I wonder how they got all the cool angular camera sweeps?
I've actually considered making some videos using these kinds of mathematical constructs before. You would almost have to have something like AutoCAD to pull it off. Or maybe MATLAB. The thing is, if you want the camera work to be smooth in sped-up shots, you'd almost have to curve-fit in four dimensions, with time being the fourth. Otherwise, you might follow the path correctly, but the camera would speed up and slow down, as if you're on a jerky roller coaster. Or you could just calculate it for each dimension independently, maybe. Point is, it would be a lot of work.
However they did it, though, they deserve VERY high kudos. That is hands-down the best camera work I've ever seen in a CoH video. This is the first time I've seen the video as well, and I was sitting here the whole time thinking, "Oh my god, that's exactly what I wish I could do! I'm so jealous!"
The holy grail of a demoedit program, I think, would be to have functionality to be able to input sets of coordinates as well as timestamps and PYR values, and have it curve-fit the whole thing together, generating as output a demorecord file that interpolates the camera timestamps, positions, and PYRs. I'm kind of a math whiz, but that would still be above my pay grade. -
Quote:Actually, you can, if you're clever enough. The Taxibots use a method they call "teleport chains" on badge tours to allow an arbitrarily large number of people to teleport a single "fare" to an arbitrarily large number of places.There are only 8 spots on your team so you can't TP through the whole run.
If you're even remotely interested (for next year, of course), you can read up about it here, especially the section titled "Serving as Tour Link."
Taxibot Belle tried to coordinate a ski-run chain a couple of years ago on Infinity. It never quite worked right. Coordinating getting a dozen or more people to press their keys all in order and just at the right time was just too much to ask folks. I'm not knocking them for trying, they're really smart people. It's just too much opportunity for someone to be off by just a little bit I think. -
I know it's heresy, but I still think that they should give out the badges but no extra rewards past five years or so. I'd hate to be a new player and think that I'll never even remotely be close to earning all the goodies that the veterans have.
Plus, it would have the added advantage of heading off the people posting that the new rewards suck. -
Quote:Yes, I did assume the average exchange rate for the period of the conversion. If you plug in the numbers assuming they're reporting based on the exchange rate at the time of the report, you'll get almost the exact same "shape" and scale of the bars, with the exact numbers on the y-axis slightly different.That doesn't match the calculations I maintain. Hmm, lets see.
Ah, its the exchange rate. You're assuming the average exchange rate for the period in your conversion. I don't believe that is correct.
In case anyone is morbidly curious, the methodology for deriving the adjusted sales numbers follows:
Since the sales numbers are reported by quarter, I needed an average daily exchange rate for the quarter. I found that most sites report daily exchange rates, not average quarterly exchange rates, and most sites don't have exchange rate data older than a few years.
The source I used for exchange rate data was the Pacific Exchange Rate Service. It provides the exchange rate all the way back, and it gave it to me in a nice monthly average so that I don't have to calculate the average day-by-day.
So what I did to convert the average for a month to the average for a quarter was to multiply the average monthly rate by the number of days in the month, then add that to the same calculation for the following two months, then divide by the number of days in the quarter.
For example, the average monthly exchange rates in Q1 2008 were:
January 2008: 942.75 KRW/USD
February 2008: 944.05 KRW/USD
March 2008: 981.08 KRW/USD
Multiplying each of those by the number of days in their respective months gave me:
January 2008: 942.75 * 31 = 29225.25
February 2008: 944.05 * 29 = 27377.45
March 2008: 981.08 * 31 = 30413.48
The sum of those three is 87016.18, which I divided by the number of days in the entire quarter (91) to arrive at an average daily exchange rate for the quarter of 956.221758. (I rounded off to six places.)
In Q1 2008, sales for City of Heroes were reported as 5,416,000,000 KRW. A basic assumption is that sales were more-or-less spread out evenly throughout the quarter. (Yes, it's true that that assumption may be incorrect, but absent any evidence to the contrary or any scientific way to know how sales were actually spread out, I believe the assumption to be valid enough for our purposes.) Thus for Q1 2008, the sales, in USD, are estimated to be around $5,663,958.13, which in turns gets plotted on the sales chart as ~5.66, since the Y-axis is in units of millions of USD. -
Okay, I have created a new chart, this time adjusting for the USD/KRW exchange rates at the time. The sales are now displayed in U.S. dollars, which is where most of the sales were generated. I haven't added the timeline, and I also started the chart in 2006 to weed out the CoV outlier. Here are the results:
The chart looks different because I composed this one in Google Docs instead of Microsoft Excel. I published the data so that you can see it. -
Quote:You know, that's a good catch, I didn't think about that. And you're right. The won did indeed fall against the dollar in Q3 2009, and I do believe that most CoH income is from North America. Without knowing the exact geographical distribution of sales, I'd bet that mapping it against the USD - KRW exchange rate would give a better picture of how CoH's real performance is.Good data gathering, but there is one thing you fail to consider: the effect of a fluctuating Korean won. A sometimes wildly fluctuating won for the past 18 months.
Maybe I'll work on a "version 2" of the spreadsheet next week. -
I think the economy probably significantly affected new game sales, but not so much subscription-based games. After all, 2009 was consistently above average for CoH, and it was right after the market tanked and the economy damn near collapsed at the end of 2008. Of course, there were the Super Booster pack releases, which may have helped, released one per quarter starting 2008 Q4, except 2009 Q1. It's hard to say, because the subscriber sales and SB sales are mixed together. If I had to guess, the subscribers stayed more-or-less equal through the recession, with SB sales supplementing sales.
Oh, one other thing I didn't note on the chart. The Mac Special Edition client was released January 7, 2009, and the Architect Edition on April 14, 2009. I'm a bit disppointed to say, but looking at sales, it looks like neither really boosted sales much. I was really hoping hard that Mac gamers would join in the fun in a sizeable number to encourage further development on the platform and maybe even a Linux release. -
I keep seeing posts about how CoH is hemorrhaging subscribers. I keep seeing replies about how no, it's not. Posts about how the city is dead. Posts about how no, people are in instanced missions. So it got me to thinking about how we can tell how CoH is really doing, something objective to look at and judge.
As most of you know, NCsoft stopped publishing subscriber numbers a while back. But they do still publish their sales in their quarterly earnings statements. Really, these numbers are a lot more important than subscriber numbers. After all, a game can be wildly successful with a low subscriber base, or wildly unprofitable with a high one. Ultimately, "Is this making us money?" is probably the best judge of whether a company will continue to invest in a game.
SO... With no further ado, here is your chart. Yes, it's small and hard to read. Click on it to see the full-sized version.
Note that I've put labels across the top indicating when each issue release has it, as well as a few of the competitors (WoW: Burning Crusade, WoW: Wrath of the Lich King, and Champions Online).
Here's my assessment, for your consideration.
Are there fewer people playing City of Heroes?
Yes, there are indeed. Not a huge number, though. If you roughly equate sales with subscribers, the game is off average by around 10% right now.
Is the game hemorrhaging subscribers?
No, not by a long shot. There was a lull around the end of 2007 during which sales were actually lower than they are today. Then over the course of the next year, the game consistently posted sales numbers well above average.
Did Champions Online make a dent in City of Heroes?
Um... Maybe. It's hard to tell, because there hasn't really been enough time to say for sure. It had only been out for a month when NCsoft's most recent numbers were posted.
Like I said, the game's numbers are off by around 10%, which I'd consider statistically significant. However, it's impossible to say yet how many of those people are just trying out something novel and will return. After all, look at the HUGE spike in Q4 2005, which City of Villains are released, followed by the more-or-less return to normalcy.
At any rate, even if it did make a dent, I really wouldn't consider 10% much of one, at least not yet. Had CO been a raving success, it could have potentially split the market in two and CoH could have taken around a 50% hit, or even worse. As it is, appearances are that people did indeed go over to check it out. What will be interesting is how many end up staying.
What about Going Rogue?
Let me get out my crystal ball... Yes, it's getting clearer now... Oh wait, it's gone again.
Seriously, as you can see from the chart, CoV give the game a HUGE spike in sales. That one is an outlier, because as I'm sure someone will point out, sales != subscribers, and as I recall, CoH didn't quite double in subscribers when CoV was released (although it did get a bump that lasted over a year).
If the same holds true for Going Rogue, the suits at NCsoft are going to be very happy when Going Rogue hits the streets. That quarter's numbers will go through the roof. Within an issue after the hoopla settles down, things will return to status quo.
Okay fanboi, so what's disappointing about the game?
If I were a suit at NCsoft, I'd be a bit irritated that the Super Booster packs aren't bringing in any significant sales. I mean, they did okaaaay, but after the first one, total sales actually dropped quarter-by-quarter, even with one per quarter being pushed out the door.
Now, one could read this as, "But maybe the Super Booster packs were what kept sales a bit above average. Without those, the game would have tanked!" Enh, maybe. I just don't think so, but it's a valid (if cynical) take on the data. Ditto character slots, server transfers, and all the other mini-transactions in the game now.
"That's bogus, I totally disagree!"
Hey, that's your prerogative. You can look at the data just as I can and draw your own conclusions.
So in conclusion as Tony sees it...
City of Heroes is indeed having an off quarter, probably two once we see the numbers for Q4 2009. Champions Online probably made a dent, but CoH withstood it pretty well. Other competitors (e.g. the 800-pound MMO gorilla) have virtually no affect on CoH.
The game is NOT dying, not by any stretch of the imagination. (Sorry, "DOOOOM!" sayers.) There's good precedent for the numbers coming from even lower than they are now back to having strong sales. The fact that we have a major expansion and client update in the works is very encouraging.
Or as my Magic 8-Ball says: "Ask again later..." *shake* "Outlook good." -
You don't get debt for defeat until level 10.
As for answers to everything else, check out the Paragon Wiki article on debt.
Don't sweat it. Over the years, they've made debt almost meaningless. It's trivial to work it off in a few minutes, and depending on where you log off (patrol XP), it's entirely possible that you don't have to work it off at all. -
It was defeated a couple of times, but it went to the hospital, slotted a few damage resistances, and is fine now.
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Quote:Echoed. Plus, my global friends list has actually grown. I regularly add new players to it.Then you must know the wrong people. A sizable chunk of my Friends list are still on the game on a regular basis, getting characters ready to go for GR, or catching up on badges, and generally still enjoying themselves. I can still field an 8-man PuG without much effort.
Quote:Yes, we've lost players in various-sized droves over the years - whether over ED...
Folks who cry over ED (in general--I'm not referring to you specifically, because I'm not calling what you said "crying") are totally out of line. It would be as if they made changes tomorrow that caused 300 players to leave but gained 20,000 new subscribers. There would be folks who cry for years about those 300 players who left. -
This is meta-game information, but still...
- You can take lossless screenshots by using the /screenshot_tga command. The file size is larger, but such screenshots won't have jpeg-compression "artifacts" that are particularly noisome if you're trying to capture clean images of UI elements.
As part of my base binds, I have the following:
/bind SYSRQ "screenshot 0$$screenshot"
/bind SHIFT+SYSRQ "screenshot 1$$screenshot"
/bind P "screenshot 0$$screenshot_tga"
/bind SHIFT+P "screenshot 1$$screenshot_tga"
SYSRQ is the Print Screen key. Using those binds, I can take screenshots with or without the UI, lossy (jpg) or lossless (tga), all with just a single key press. (Or two, if you count the shift key.)
- If you want to say $target in a channel (while, for example, describing what "$target" does to someone), just hit the escape key to deselect everything. With nothing selected, nothing will be substituted for $target.
- The semicolon (;) is synonymous with the /e command and will trigger the chat command line. You can save yourself a couple keystrokes when doing emotes by typing, for example, ;dance2 instead of /e dance2.
- Speaking of emotes, you can cancel any emote by typing ;none and hitting enter. This includes running emotes after, for example, someone hits you with a snowball, someone tells your fortune, etc.
- Another set of popular binds I use to quickly do something very common:
/bind Y "dialog_yes$$dialog_answer Accept"
/bind N "dialog_no$$dialog_answer Decline"
This will allow you to do things such as accept or decline teleports, accept or decline trade invites, dismiss mission intro text popups, etc. with a single keystroke and without having to hunt for the button with your mouse.
- Last bind hint to avoid making this a "useful binds" thread, I promise! But this one really does come in handy. You can bind keys to send messages to your global channels as follows. Just substitute the name of your global channel where it says Global Channel Name (and the key you want to bind it to, of course):
/bind PERIOD begin_chat "Global Channel Name"
Note that there's a space at the end of the line after the last quotation mark! -
I remember saying when Going Rogue was first announced that my prediction for release was mid-June 2010, based on how long recent issues were taking, the year lead time between announcement and release of City of Villains, the opinion that they weren't really that far into its development, and the industry's tendency to barely meet or push back releases.
I got called some names and told that there was no way that they would wait that long before release. Some people were even predicting November 2009. Most people were predicting January - February 2010, and I knew that was shooting way too soon.
Am I still sticking with June 2010? Yeah, I really think that sounds about right to me. If it comes earlier, great; that's one thing I wouldn't mind being wrong about. If it comes later, I doubt that my level of discontent will compare to the yelling and screaming going on otherwise around here.
So pegging June 2010 for release, I suspect that the beta will either start very late in the first quarter (like the dwindling days of March) or be pushed back to first part or middle of Q2. Yes, I know that's long for a beta, but I also know that this is bigger than an issue release (ten to twelve weeks instead of four to six weeks), and the beta for City of Villains was quite long. As for news about it, that will start trickling out a la the letters and posts from Ghost Widow pre-CoV late next month or beginning of March.
To be honest, I wouldn't hold my breath for any news until next month. Like everything else, though, I guess we'll see when we see. -
Quote:You know, I suppose that any arbitrary ordered list would work fine as the enumerating elements. I'm going to start using different things.1) Don't make lists.
2) When you make lists, use letters instead of numbers.
Also, I do know that Mercury) I'll definitely be pre-ordering it for Belle, Venus) I might pre-order it for myself depending on what the perks are, Earth) there were entirely too many numbered lists in that post, and Mars) I hope I never have an ordered list of more than eight items! -
Quote:<QR>If there are some in-game goodies that come from preordering like there were for CoV, I'll preorder. If it just gives you a chance to get into Beta testing or allows you to access the content a little sooner, I may just wait until it releases.
I'd bet a large sum of money that 1) there will indeed be a pre-order, and 2) that there will indeed be in-game goodies associated with it.
I'm basing that on 1) CoH having a pre-order with in-game goodies (the special sprints), 2) CoV having a pre-order with in-game goodies (the special helmets), and 3) this being a common practice in the industry to gauge pre-sale how much interest there is in a product so that they'll have a more accurate guesstimate on how many units they should produce.
Also, I do know that 1) I'll definitely be pre-ordering it for Belle, 2) I might pre-order it for myself depending on what the perks are, and 3) there are entirely too many numbered lists in this post. -
Quote:They are intended to store stuff for your supergroup. It's primarily intended as a mechanism so that if you don't need something and want your supergroup to have a crack at it instead of (or before) putting it on the market, you can. It's also an amenity to temporarily store stuff that you might want to use later.In regards to my purples they are my drop please iluminate me as to the purpose of bins if not to store stuff....
It is not intended to be used as a permanent extension of your personal storage. If that were the intention, then it's not even necessary; as I said, the devs have the relatively easy capability of simply extending the number of slots you have, and have made the deliberate decision not to do so.
Quote:i farmed 10 mill on my blaster that is a lot of stuff man. If that is not officcally aproived then i am unaware of it. If making an sg and makeing 10 mill pestige is not an"approved" play style please show me that dev post.
Quote:Where do you hear,read,see the devs dont like hoarding? im not marketerring im storing my drops, saying im hoarding implies i should use the ww/bm...
Quote:i am unaware of exploits perhaps u can enlighten me as i would love to move a bill or 2 from tri to freedom
Quote:im just asking cause i want to know. That is all. nothing more. my original post is a question please tell me where i should post concerns with regard to GR.
Don't misunderstand me. I'm not mad at you. I just think that you're not hearing the answer you want, and so you are asking the same question over and over and trying to make tangent points to support your point of view and get a different answer. But no matter how you phrase the question, no matter how many times you ask it, and no matter how much you try to support your arguments, the simple fact is that in my opinion (and I don't think I'm alone), based on past statements and behavior by the developers, I don't think they're going to do anything to facilitate hero-to-villain transfers.
To be honest, though, given past history, it would not surprise me if they came up with some new mechanic entirely in the "switching sides" process. Or maybe they will allow direct transfers. Or hell, maybe losing all your stuff will be the price you pay, the burden you have to bear, for switching sides. After all, they've also repeatedly said that it won't be like flipping a switch. If you keep asking, you'll probably even get some people to agree with you. But this isn't a democracy where we vote on what we'd like best. It's a "benevolent dictatorship," and no matter how much we speculate one way or the other, we'll find out when we find out. -
Quote:Okay, let me try...if u want to use the comic book roleplay idea mine is the fortress of solitude not the justie league.
It's painfully obvious to me that what you intend bases to be and what the devs intend bases to be are very far apart. As has been said repeatedly, the devs have never created or supported bases to be "fortresses of solitude." The only thing that I know of that may have encouraged people to use them as such that I can think of was the huge reduction in base costs they rolled out a while back. But even then, I distinctly remember devs talking about how it was to help super groups, not mentioning the side affect of individuals benefiting as well.
Quote:so as mine is the fortress of solitude why can i not keep my stuff....
But the simple fact is that you, like we, will have to just wait and see what happens.
If they decide that you won't be able to use your base if you switch sides, well, then there you go. They obviously still don't view your "fortress of solitude" the same way as you do.
Practically speaking, we all know that the devs have consistently not been amenable to people hoarding stuff. No, not even billion's of influence worth of purple IOs. If they wanted you to do that, you'd be able to carry around hundreds of recipes and/or enhancements instead of the <100/10 that you can today.
When you decided to hoard them in your SG bins, you were acting counter to what the devs wanted. What you were doing isn't strictly disallowed, so you are able to be the beneficiary of something they don't feel strongly enough about to crack down on. Congratulations. However, you must accept that "isn't strictly disallowed" is not the same thing as "encouraged."
Have you heard of the market "exploit" used to transfer influence/infamy between characters on different servers? It's in quotes because the devs have stated that they don't see it as a true exploit, but that it can be risky. They've also said that, like what you're using base bins for, they don't strictly approve of it, and that if you screw it up and lose a couple of billion because you bought or sold the wrong thing at the wrong price, well, that's too damn bad, and you're s*** outta luck.
Well, I get the feeling (which, if they decide that switching sides revokes access to your SG stuff, would prove validated) that since you're using a game mechanic for something that it was not intended, if you lose access to your purple IOs, that's just something you're going to have to live with.
I'm sorry if you end up feeling cheated because you worked "stupid hard" [the OP's words, not mine, lest anyone think I'm denigrating him] to get all of that stuff, I really am. But not to put too fine a point on it, this is the consequence of doing something the devs implicitly disapprove of. Even if you don't get smacked down directly, at some point, you run the risk of getting hosed out of what you worked so hard for.
Quote:and more i dont want to give away i am forced aparantly if i want to badge or do the content to give it all up or sell it and put it all over my alts....
Well, now we get to the heart of the matter. That "grinding farming" thing? See above notes about doing things the devs disapprove of. -
Quote:Isn't this the year that we're supposed to send Roy Scheider to Jupiter to find out what happened to Dave Bowman?Holy crap! The future is now!
2010! Flying cars! Sky homes! Cancer is cured! FREE SUSHI FOR EVERY ONE AT ANY TIME! Hooray I love 2010 already!
What? He's dead? (Roy, that is, not Dave, as far as I know.)
Damn, that puts a serious hitch in the plans. -
Quote:Actually according to my St. Martin's Handbook, section 30d:Incidentally, you've correctly omitted the serial comma in the thread title. The word "and" acts as a delimiter and an additional comma would have been obnoxiously redundant. (-:
Quote:You may often see a series with no comma after the next-to-last item, particularly in newspaper writing, as in The day was cold, dark and dreary. Occasionally, however, omitting the comma can cause confusion, and you will never be wrong if you include it.
By the way, my pet peeve is people who confuse to and too. It ain't that hard. But then, I'm a grammar pedant, especially when it comes to my own writing. It really bothers me when I screw something up, which is why I edit my posts a couple of times around 50% of the time I post something on these forums. I don't make very many grammatical errors, but I have been known to be typo-prone. -
Quote:I had multiple major issues running CoH on Vista. So far, there have been a few annoyances running it on Win 7, but no game-stoppers.Anyone know how well COX is working with Windows 7? I know of several people that had issues with COX and Vista when it first came out.
I do get dinged with the UAC every time I run it. To get past that, I bypass CoHUpdater.exe, unless there's a patch I need to get. The other main annoyance is that unlike Win XP, in which I could alt-tab between CoH and other windows smoothly, it's like it resets the video whenever I alt-tab in or out of CoH, which takes a second or so. (But really, that's not that major.)
Other than those two things, it pretty much runs fine. -
I'm not trolling. It's not that your ideas are bad ideas, it's just that basically you're saying, "I want to see new and different stuff." Well, welcome to the club, we all do. It's not particularly insightful, the devs already know it, and every issue, we do get new and exciting stuff. With Going Rogue around the corner, within six months or so, were about to get a lot of new and exciting stuff.
Plus, Ironblade makes a valid point. You assert that the stuff we've been getting is boring. That's your opinion. While you may firmly believe it and you have every right to, framing your suggestion in the context that it needs to be "fixed" will only turn people away from what might be valid suggestions because they don't hold that point of view.
Last, but not least, the devs have stated before that they're happy with the amount of "endgame" content. They would much rather add content across all levels. By framing your suggestions in the context of "we need more level 50 stuff," you're also turning people away who are 1) new, 2) play a lot of alts, and/or 3) don't want CoH to become more like WoW in that particular respect.