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Quote:And thanks to Verisign, we now know that there are things which cannot be adequately explained by either alone.It's been said before, but it bears repeating...
"Never attribute to malice that which is adequately explained by stupidity."
http://en.wikipedia.org/wiki/Hanlon%27s_razor -
Quote:Exactly. The analysis of the business model is completely unrelated to whether you love or hate the game. I happen to like the game a fair bit, but it doesn't matter. I can analyze business models of products I dislike, too.Why would we quote things we don't take issue with or otherwise want to comment on?
It's very simple. We quote the parts that are relevant to what we have to say. Your positive comments aren't relevant to what I know that I quoted above in any way, either to support your statements or to support my response to them. As they are irrelevant, there's no value in referring to them. -
Quote:You use the phrase "slap in the face" a lot. And just as a pure matter of writing and communications: I put it to you that by the end of a post like this, the fact that the heavy repetition of that phrase has me laughing out loud every time I see it and thinking in terms of a drinking game means that it is almost certainly not having the rhetorical effect that you intend.What is a slap in the face is the fact that I pay a monthly stipend. Which should set me above marketing schemes and ploys. But does not.
Quote:What is a slap in the face
Quote:is that the very same subscription fee was just fine for game play for a VERY LONG TIME. Freedom comes along and all of a sudden, it's no longer enough. A blatant statement was made by the devs which I will paraphrase here. "We once got $15 a month from you, and that covered everything we put out. Now, however....we want a $15 sub and extra for you to get everything we put out."
See, this is equivocation. "Everything we put out" is a term that has changed meaning substantially between the first usage and the second usage.
Quote:True, we're getting stuff at a more frequent pace.
Let us go to the... CAR ANALOGY!
My friend runs a car dealership. He used to have a TINY little dealership. Like. He had a car. You could go there, and buy the car, and then he'd have to get another. He got them from this very friendly young gentleman, although often the locks were not in the best of shape. So you could, on any given day, go to his dealership and buy The Car. It was about $500. So $500 got you every car he had to sell. Later, he made friends with a couple more friendly young gentleman, and he started having four cars at a time. So $500 no longer got you every car he had to sell; now, it would cost you $1,000 to get every car he had to sell. But wait! That's only twice as much! Yes, you see, when he increased the size of his dealership, he started stiffing his suppliers, and passing the savings on to the consumer! So $500 now got you two cars. But, at the same time, $500 only got you half of what he had to sell!
Now, imagine that instead of cars with oddly defective locks, we were investigating content produced by an MMO developer. At one point, "everything they had on offer" was a given amount of content. So for $15/month, you got that much content. Later, they started producing a lot more content. Three or four times more content, in fact! But you no longer got it all for $15 per month. Now, if you just kept paying $15/month, you got more content than you used to. But you also had the option of paying more, and getting even more content!
Quote:This just shows me that the game developers were capable of this pace previous to the Freedom model, but were too.....heck, I'm not sure -why- they didn't. Another slap in the face.
Maybe you could slow down and explain this part to me, because I might be missing something.
How does this show that they were capable of this pace previous to the Freedom model?
Because all you've done so far is show that:
1. At a time when they were receiving less money, they produced less stuff.
2. When they started receiving more money, they produced more stuff.
Now, this may be just one of those crazy thoughts I have sometimes, but it almost seems to me like this creates the impression of a correlation between receipt of money, and production of stuff. Also, I am given to understand that the people producing the stuff are in a relationship to Paragon Studios known as "employment", wherein they produce stuff in exchange for money. In many fields, where there is such a relationship, if you want more stuff produced, you generally hire more people (or more skilled people), which costs more money. This sort of suggests, dare I say it, an explanation for the apparent causal chain from "receive more money" to "produce more stuff".
Quote:Now...I get that not everyone shares my opinion. Which is fine. Really. ^_^
But to insult me and tear me down simply because my opinion is different from the majority is.....well.......just immature.
Quote:Yes, I feel wounded and slighted by the way we as V.I.P.'s are being treated. We get the same marketing department schemes to drum up money tossed our way that is intended for premium players and free players. That should change. Not likely to, but I wish it would.
Quote:By the way...I bet dollars to doughnuts someone will clip something out of this and use it to point out yet another fallacious and erroneous judgmental statement I seemed to have made with this post. -
Not that I know of, it doesn't. It just sets the exact chance so that it'll average 1.5 per minute.
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In another game I used to play, there was a particular statistic such that it was vitally important that you had 540 points of it to be viable at all and it really didn't matter whether you had 540 or 570.
I carefully built a character and set of gear to have exactly 540 points of that statistic, while wearing a stat-free cosmetic item as my primary piece of armor.
The way I figured it:
* Players who were in a hurry to avoid "newbies" would avoid me because my stats were poor, and if they even noticed the clothing, they'd just think I was incompetent.
* Players who were looking closely would almost certainly realize how difficult it would be to get that stat exactly right.
So I stayed set up like that when joining groups, so that people who would be unhappy could ragequit or get me kicked from the team. Then I'd put on my good stuff, usually. Unless I was hanging out with friends, in which case we'd run that way anyway for lulz.
Worked pretty well.
MHO, the most important skill in an MMO is the skill of thinking about what you want to do and how to accomplish it. Past that, there's tons of game mechanical skills you can have, but they're useless if you don't know what you want. -
Quote:I know of at least one build in one MMO which is entirely built around exactly such a mechanic. The character gets a bunch of self-penalty-ally-buff powers, and a pool of corresponding enemy-debuff-self-buff powers. It's actually pretty awesome.True, but it's still strange.
Going back to my other example, let's say there was a toggle that granted 10% Defense to a team including the caster, but also cast an 11% -Defense on just the caster. Unslotted, it's a net -1% for the caster, but 10% everyone else. -
Go. Hunt. Screenshot skulls.
... Sorry, I got nothin'. -
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Quote:Well, here's the thing: The system Arcanaville is describing is the only one that gives you the right answer to the question "what impact will this ability have on how long I survive in combat?".I'm not trying to argue if it's a good or a bad system, so quoting user numbers doesn't really help. What I'm trying to do is understand it, because you quote this supposedly much easier to understand system and the numbers that come out of it don't mean anything to me and, worse, seem to contradict what I'm pretty sure is true in the way I see my own defences and resistances. I just think your mitigation metric is simply saying something very different from what I thought it was saying, and is used for something significantly different from what I'd assumed it was used for.
I'm glad other people are using it, but other people are using Facebook on their iPhones and I don't "get" either of those, either. What I'm saying is just because I don't get it, it doesn't mean it's bad, just that I probably can't make use of it.
And that, it turns out, is the only question we care about for defense and resistance.
The goal of evaluating powers which are intended to increase survivability is to see how much they increase survivability.
Hmm. Okay, lemme try a thought experiment. Let's imagine that there is a vast simplification of tax code, along the lines of the famed "New simplified IRS form" some comedian joked about:
How much did you make last year? ______
Imagine that the tax code is simplified such that you have your salary, and then you send in some percentage of it.
Send it in.
So when it starts out, you're making $100K (a nice round number), and The Tax Rate is 10%, so you get $90K. Obviously, if the tax rate increases by 1%, you lose $1K. So if it were 15%, you would get $85K, and so on.
But like most people, you don't actually care nearly as much about either your salary or the tax rate as you do about your take-home pay. That's what you have to match up against your mortgage and stuff. So if you're evaluating a possible tax increase, you aren't going to just say "well, 5% more means I have 5% less money", because it's not 5% of your money, it's 5% of the theoretical "before-taxes" value, which isn't what you're spending from.
So say the tax rate is 10%, and they decide that they need to fund the Federal Basketweaving Administration, and they increase it by 10%. The tax rate has increased by 10%. The tax rate has doubled. And the effect on you is that you lose 1/9th of the money you were taking home.
On the other hand, say that there are a few special categories, and since you're in the much-maligned group "people who have sometimes disagreed with Arcanaville on the forums", your tax rate is 80%. And then taxes are increased by 10%, so it goes to 90%. The tax rate for you has only increased by 1/8th (12.5%). But! The amount of money you get has halved.
So even though the absolute increase (10%) is the same, and the increase relative to what it already was (12.5%) is lower for you than it was for the people who were paying 10% before... The effect on you is much larger. It's half your income!
Damage works the same way. No one cares what the attacker would be doing if they hit 100% of the time and there were no resistance, except as a number to shove into equations. What we care about is the damage we are taking with or without a given power.
So say that I can currently, with regen floored (so we can ignore regen, and just count how long it takes me to take my health in damage), stand up to a given mob which deals only S/L damage for an average of a minute, and I get Tough. How long will I last now? We have no idea at all. Because we don't know what my resistance was before.
If I had no S/L resistance before, 15% resistance will reduce the damage I take by 15%, and I should last roughly 15% longer.
If I had 80% S/L resistance before, and I'm a tanker or brute, 15% resistance will increase my resistance to 90% (due to the cap). So it's reducing the damage I take from "20% of theoretical" to "10% of theoretical". Which means I'll take about half as much damage, which means I'll live twice as long. If the cap were 95%, I'd live four times as long.
And "how long would I live even without regen" is a pretty useful comparison to make!
So basically, the most useful thing to measure is how much damage you're taking ("admittance"). But powers all give mitigation. And converting between mitigation and admittance doesn't require much math. The trick is that, to accurately evaluate the benefit to you of a power, you have to do that conversion twice: Once on your mitigation without the power, once on your mitigation with the power. The compare the results, and you have the actual change in your experience.
So, say I'm building a fire tank because fire farms are simply THE most exciting content the game has to offer.
I start out with a 22.5% fire resistance power. How much does this help?
Without the power: I have no mitigation. I take 100% of incoming damage.
With the power: I have 22.5% mitigation. I take 77.5% of incoming damage.
Now, what happens when I add another 22.5% fire resistance power?
With only the first power: I have 22.5% mitigation. I take 77.5% of incoming damage.
With both powers: I have 45% mitigation. I take 55% of incoming damage.
And the meaningful change to me is: 55%/77.5% ~= .71, or 71%. I will take 71% as much damage with two powers as I did with one. So if with one power on, I was taking 100 damage per second of combat, with two on I will take about 71 damage per second of combat.
Third 22.5% power? I go from 45% to 67.5% mitigation, leaving me with 32.5% of incoming damage. If I was taking 100 damage per second with two powers, I'd be taking about 59 per second with three.
Now I go get me some IOs, and add about 30% to each power. That increases my mitigation to 87.75%. If I was taking 100 damage per second with all three powers unenhanced, I'll be taking about 38 damage per second now that I've I/Od them. If one of the sets has a 2.25% fire resistance buff, I'm up to 90%, and I'd be taking only 30 damage per second from that same input.
You'll note I've ignored defense completely. That's because, no matter what defense is doing, it's multiplying both sides of the comparison by the same amount. Similarly, if I'm evaluating defense, I ignore resistance, because whatever defense does, resistance is multiplying both sets by the same amount.
So how do I compare defense and resistance, then?
Simple! Do one comparison in which I change only defense, and see what the effect is, then another in which I change only resistance, and see what the effect is.
But in each case, I have to use the existing value, not 0, as my baseline to get accurate information. Because that is what answers the question I care about, which is "how much will this change my life." -
Sadly, you posted this a little bit too late; it was seven days and about thirty minutes after the last time someone finally got it through to the devs that activation times have mechanical effects on the game, so they had forgotten. If you'd posted an hour earlier they might have been able to comprehend the words you were using, now we have to wait for Arcanaville to post a giant wall of text for them again.
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Of course not!
Speaking only for myself: I do not particularly want quantifiable proof. In its absence, I will consider you to be one of those strange people the Internet produces who demand that other people believe something without providing evidence, but so what? I don't have any objection to thinking that.
It is up to you whether you wish to be taken seriously. If you do, you will provide quantifiable proof, or at least some pretty solid number-crunching to establish your credentials. If you don't do that, well. Why should anyone care what your opinions are?
Quote:I'm good at quantification. When you're good at something, never do it for free. PM me to work out a price for a thorough statistical analysis of the game's shortfalls.
For instance, I know a fair bit about programming; I would go so far as to say that I think I am a pretty good programmer. So when I discovered that a (non-MMO) game I was playing had Lua scripting available within it, I wrote a medium-sized set of debugging utilities and game-engine-rule modifiers for it, which I posted free for anyone who wanted them. Why? Because it was fun. I enjoyed writing it, and I enjoyed having it be written, and it pleased me to see other people enjoying it.
If you can't remember that there are worthy goals other than money, you are missing out on the entire point of being good at something. -
Quote:I feel I must point out that, assuming the car is moving away from you at this "fast" speed, this is absolutely true.Saying it's harder to make balanced games entertaining or vice versa is like saying it's hard to make blue cars fast, because the faster you make them the more red they have to be.
Quote:We do that. We the devs and we the players (moreso the former of course, but we have more input here than anywhere else). So anyone that says they don't care what the players think and what the devs think doesn't care about this game. They care about this other thing in their heads that they wish could replace this game. -
Quote:I don't think the math works this way.No, fast attacks don't get penalized. They get a lower proc chance, because they are faster. But you can use them more often, because they are faster. So you get roughly the same number of procs over time, regardless of the speed of the power it's slotted in.
For simplicity, imagine a single power which is subject to this. It is set for 1 PPM, and it has a recharge of 10 seconds, so it goes off about one time in 6. You slot for recharge so it has a recharge of 5 seconds, now it will go off about one time in 12. So either way, 1 PPM, right?
But wait! Imagine that you have, not one such power, but five such powers, with activation times of 2 seconds.
Before the change, you could use one power every two seconds, and each power would have a 1/6 proc chance, so you'd get about 5 total procs per minute across those five powers. Now you slot for recharge, and the only thing that changes is the proc chance -- you now get about 2.5 total procs per minute across those 5 powers. Because at any given point, only a couple of them are recharging.
Since characters tend to have at least a few powers that are already recharged at any given point, it seems to me that this is not necessarily going to result in no decrease in procs from slotting lots of recharge. -
Or through dev error. Which happens fairly often. Yeah, the false positive rate is low, but MMO player bases are huge. (And I have seen at least one MMO where a dev openly acknowledged that yes, he had made a mistake which resulted in that player being banned.)
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Observation: A_F says the set looks too weak.
Conclusion: I should roll one the instant I can and play it to death before the desperately-needed nerfs. -
Note that it's per 1200 points, not per $15. This matters sometimes; $100 gets you 8 tokens.
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Long story short:
If you ask this question of a large enough group of skilled professionals with relevant experience, you will get at least one "this is the best" and at least one "never use this" for every major product.
I think that a recent update actually got Norton off many peoples' "never ever" list, although I'm sure it's still on many.
Also, if you have a system where it is available, Microsoft Security Essentials is probably worth having; it appears to be the output of a small and exclusive team of MS developers who have heard of security and know that it is not a kind of flightless bird.
Oh, and also:
Be sure your main account is not running with admin privileges, and set things up correctly so that they don't need admin privs. You can't prevent the ncsoft launcher from telling you that you will need to accept "NCAccess", but the fact is, you don't need to if you've set the rest of your system up to allow the launcher to maintain games. In fact, you can replace ncaccess with a do-nothing program and everything continues to run just fine. (Again, *if* correctly configured for this.) -
Quote:Well, that's exactly what I've done.So what?
You have great odds.
If you're not happy with that, don't play.
Thing is, I really like costume sets, but I don't like odds period, great or otherwise. And I also anti-like some things that Super Packs can create. I recognize that this is probably sort of crazy, but that turns out to be of no relevance at all. The only thing that makes something good or bad entertainment is whether it entertains. If a thing makes me unhappy, it doesn't matter whether that's because I'm utterly bonkers -- it's still a bad purchase for me.
I would point out: I don't particularly object to gambling as a thing. The super packs clearly meet my understanding of the term, in that the outcomes are subject to chance and some are better than others. I don't really care. I don't particularly like gambling things, because I don't like not being able to say "if I spend $X, I will get the thing I want".
But if they didn't yield stuff I antiwanted, I might get some anyway, just because I have boatloads of spare points at the moment. I don't really object very strongly to gambling, I just find it vaguely upsetting. -
Quote:I don't have any moral objection to gambling, I just think it's obviously gambling.If you don't want to support Super Packs, that's fine. But don't hide it behind the Red Herring of "It's gambling so it's immoral!". Twisting Zwilinger's words to say he's saying "IT IS GAMBLING" is as ludicrous as my apparent 'flawed logic' in your eye. Although this is an Eye of the Beholder thing, in the end.
Quote:If you want something so badly, go buy it.
But there is no amount of money where we can say "absolutely, 100%, if you spend this much, you will get the stuff you want". Can we think it's awfully likely? Sure. Say I spend $100 on points, and spend 9600 points on super packs. It is very, very, likely that I'll get the costume pieces.
Now, here's the question: Imagine that you were offered a deal. I spend $100 on super packs. If I get all the costume pieces, you get ALL the stuff that isn't the costume pieces. If I don't, you are killed.
Would you take it? I certainly hope not, that would be stupid. There is no guarantee.
Quote:You're going to get the full set sooner than you think, much like Elemental Order. And you'd be surprised at how often you use the other goodies in it.
Honestly, if Super Packs had some kind of guarantee that, after N packs, you would have all the costume pieces no matter what, and didn't yield some of the weird stuff that cannot be generated through play, I'd probably have gotten N packs. -
Quote:Amusingly, I actually don't want it fixed. My two accounts don't have the same billing date, but they both get their tokens at once -- which is fine by me.I have an update regarding inconsistent dates for when your Paragon Point stipends are being awarded.
A fix was recently implemented so that for most VIP customers, Paragon Points should now be consistently awarded on your billing date. However, this fix may not apply in all cases, particularly if you were experiencing issues early on during the Freedom launch.
If you're still finding that the day you receive your stipend seems to be changing, please contact customer service, as they should now be able to permanently correct it for you. -
Quote:Sort of. I am asserting that "what this means" can legitimately refer to either, and that people frequently get them tangled up as a result. The "meaning" of a thing can refer to communicative intent, or towards justifiable inferences from the thing.You're conflating the question of what a speaker is trying to communicate, and what the listener should conclude from that communication.
Quote:Also, in the example above, and pertinent to the thread in general, while listeners have a responsibility to attempt to discover the communicative intent of the speaker, that doesn't forbid them from commenting on whether the speaker is particularly good at communicating those ideas. They could still suck at it.
That said... I am a bit fuzzy on the context of the "responsibility" to attempt to discover the intent of the speaker. To whom do I have this obligation? What goes wrong if I disregard it? In some cases (an ongoing conversation), the answer is obvious. In some, though, it is not as obvious to me that I have any obligation to go past "the speaker appears to be a jerk, but this piece remains interesting because..." -
Quote:"Matters" for what purpose?The moment the listener says the intent of the speaker no longer matters, and his or her interpretation of the words is the only thing that matters and not the speaker's intent, as far as I'm concerned they've lost the right to act like a reasonable listener.
Consider, if you will, a picture of a political rally from 40 years ago. I might use it today as an illustration of the point "the issue you are freaking out about will seem ridiculous to your children". I am quite sure the people with their very sincerely intended signs did not mean to communicate the message "I am angry about something that will seem ridiculous in 40 years", but nonetheless, it's hard for a modern reader not to get that sense from it.
Or take the lovely picture of a protestor with a sign reading "Get a brain, MORANS". Does the fact that he certainly didn't intend his words to mean "I'm an idiot" drown out the right of readers to understand it that way?
The question of what a communication means is massively complicated by the observation that we can take it to mean things about the writer/speaker, and those things are not necessarily part of the original intent. This isn't quite in the same category as simply asserting that the speaker's intent doesn't matter, I don't think.
There was a recent example where someone drew some cute pictures, which were intended to promote a particular view about human relationships. The thing is, many people, on seeing these pictures, drew pretty much the opposite conclusion from them. Now, here's the thing. What the artist meant certainly matters in some ways... But if I happen to want people to draw the opposite conclusion, and I show people these pictures and point out my interpretation of the fact claims they represent, does it matter for my purposes? I'm not claiming the artist intended this; I'm claiming that these are interesting pictures which happen to illustrate my point. This doesn't change the fact that they'd also illustrate hers, if considered in a different way...