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Ad Astra

 

Posted

Quote:
Originally Posted by Doctor Vivian View Post
This is not a "large source" of revenue... large sources are several millions of dollars. Moreover, and perhaps more importantly -- this is not "recurring" revenue.

Much like a Pack, Base Item Purchases would be one-shot, one-time purchases. Packs are inherently risky, as they cost a certain amount to develop, and each player will only buy one of them. If they don't sell enough to cover their cost of development, then NCsoft winds up breaking even -- or losing money on the Pack. Not exactly ideal.

In order to prosper, CoX needs recurring revenue. That's money that keeps coming in, month after month. This is needed in order to be able for Paragon Studios to afford more permanent staff and for CoX to rise on the ranks of NCsoft's Annual Earnings Reports -- for that is truly its only safeguard against eventual dissolution.

Bear in mind that the cost of overhauling SG Bases involves several months of work by a team of programmers, modelers, texture artists, riggers, animators, effect artists, designers, testers and producers. That labor represents a cost of many hundreds of thousands of dollars, not including the other overhead of the company surrounding them.

Vivian


However, none of your figures include two potential sources of recurring revenue: Players who stay because (in addition to other things) Bases get some attention and players who have un-subbed who come back for the same reason.

There are also potential players who might be interested in the game for Bases (and other reasons) but who don't sign up because their friends tell them that Bases are ignored and don't bother.

We don't have numbers on any of this and I doubt that the Devs do either. How many players leave and announce why? I'm not saying that a ton of players will rage/quit over Bases or their lack of attention. However ignoring such a vocal part of the playerbase can't be good for player morale. If it were, we wouldn't have so many threads on the subject.

I'm not claiming that Base Luv will draw tens of thousands of players and generate millions of dollars in revenue. No single facet of the game does. But a clever group of Devs just might be able to work Bases and SGs back into the game to add to the overall experience that keeps current players signed up, brings old players back and prompts potential players to join us.


"Comics, you're not a Mastermind...you're an Overlord!"

 

Posted

Quote:
Originally Posted by Comicsluvr View Post
However, none of your figures include two potential sources of recurring revenue: Players who stay because (in addition to other things) Bases get some attention and players who have un-subbed who come back for the same reason.
To be honest, I don't think that very small group of people is statistically relevant, which is why I did not address them. The vast majority of players in the user population didn't come to CoX because of bases, nor would they leave it because Bases haven't gotten an update in a long time. Bases are not the focus of the game.

-- Vivian


 

Posted

Trick Question:

Would the Costume Creator feature of this game be anywhere near as "cool" or as big a draw for the game today if (literally) NOTHING had been done for and/or with it Dev-side since Issue 6?



Imagine if the Costume Creator were ... today ... as "old and stale" as the Base Editor is in today's game. You see all that excitement generated every time a new costume set comes out? Now imagine if even a fraction of that excitement happened in the Base Building Community every time the Devs did something (anything...!) for Bases.

Trick Question #2:

How much of a fraction of the excitement we see with additions to Costumes would we "need" to see in the Base Editor in order to "break even" on the investment of Dev Resources?

Trick Answer #2:

No idea. Only the people at Paragon Studios can answer that question, since it impinges on their business model in multiple ways.


It's the end. But the moment has been prepared for ...

 

Posted

The "trick questions" aren't really helpful comparisons.

The costume creator, and the ability it grants you to create your own specific look and feel for your hero or villain is central to the core CoX game experience. To play the game, you MUST use the costume creator.

The base editor, and the ability it grants you to build a Base for your SuperGroup's use, is secondary to the core CoX game experience -- you can run every piece of content in the game (with the exception of the Cathedral of Pain) and never see the inside of a base.

In addition to the above, this genre of online game is, in many ways, judged by its costume creator.

How amazing, beautiful, lifelike or wild a character you can produce from any given game's costume creator is a major point not only in attracting players to the game, but also keeping them playing it as they make multiple alts with different looks (and powers) and run through the same content time and again.

Hence it makes perfect sense to constantly keep this aspect of the game as current as possible, with as many options as possible. It is the entry portal to the game. If it isn't the best it can be, and falls short in comparison to competing products on the market, prospective users will go elsewhere.

The same cannot be said of Bases, or of the Base Editor.


 

Posted

While this may be true, ANY part of a game that's been around as long as CoH has has parts that get stale. Then the players complain about them. Then they stop using them. Then the Devs see how MANY players complain and stop using them and then they try to fix the problem if they're smart.

The changes to the Positron TF are a good example. As to the CC, yes you have to use it to play the game but how MUCH development really needs to go into it? We get new costume pieces and/or emotes fairly regularly. Now imagine a small fraction of that effort going into Bases.

A recent video on Mmorgue (an on-line game site) included interviews with several game developers from the industry including Second Life, SWG and CoH. The host noted that one thing that many MMORPGs try to include is personal hideouts or Bases. However nobody ever seems to get it right because the wider the player base, the wider the player's desires for their Bases.

It's unfair to say that Bases are unimportant as they are now. Any part of the game that has been untended for that long is unimportant. The question is: If the Devs put time and effort into Bases and SGs like so many other aspects of the game could they make back their investment? Depending on the changes I think the answer is yes. They could easily recoup their investment and improve a whole facet of the game.


"Comics, you're not a Mastermind...you're an Overlord!"

 

Posted

Quote:
Originally Posted by Doctor Vivian View Post
Bases are not the focus of the game.
However the Devs did try and make it one. For a certain release Bases were advertised as an attempt at a pulling factor. So when I am feeling mean and grumpy I do consider that the Devs failed to deliver what they promised me. Fortunately I don't feel mean and grumpy very often

Quote:
Originally Posted by Doctor Vivian View Post
In addition to the above, this genre of online game is, in many ways, judged by its costume creator.
That's because this game made it so. Bases could be too, they fit the genre. They could also be a source of revenue. Real money for rent is an awful idea though, on the other hand "Base Cosmetic Packs" would be fine.


This is a song about a super hero named Tony. Its called Tony's theme.
Jagged Reged: 23/01/04

 

Posted

Quote:
Originally Posted by Comicsluvr View Post
The question is: If the Devs put time and effort into Bases and SGs like so many other aspects of the game could they make back their investment? Depending on the changes I think the answer is yes. They could easily recoup their investment and improve a whole facet of the game.
"Depending on the changes" you might be right -- a very small collection of objects or changes for Bases, sold in "Pack" form, could very easily be recouped and could serve as a dipstick market indicator as to exactly how many Base Builders there really are, and how many actually are willing to buy such things.

The drawback, however, of such a limited Pack would be that it wouldn't address very many of the desires of the Base Building community and to be on the safe side (not knowing how many Base Builders there are), it would probably not represent a good value for its price in terms of number of items when compared to other Packs.

Also, with all efforts at Paragon Studio currently bent towards implementing and testing the Freemium system, such a Pack -- however limited -- seems to be still quite a way off.

-- Vivian


 

Posted

Quote:
Originally Posted by Jagged View Post
However the Devs did try and make it one. For a certain release Bases were advertised as an attempt at a pulling factor.
They were, and are, a factor. I remember when they came out. Aha, I thought. We can make bases! That's awesome! It still is awesome.

I think it's important for the Base Building community to realize that they have taken things much further, higher and to extremes that normal players simply can't, for lack of the requisite artistic ability, time, desire, etc. Most people find the current base system sufficient. It is only those artists (and indeed, I consider the Base Building community artists) that have reached the limits of the Editor, that chafe against those limits. Players who never reached them never feel the pain, and don't really understand what the Base Building Community is complaining about. Bases, to them, are still quite awesome.

Quote:
Originally Posted by Jagged View Post
Bases could be too, they fit the genre. They could also be a source of revenue. Real money for rent is an awful idea though, on the other hand "Base Cosmetic Packs" would be fine.
I spent a while thinking about it, and although I know that most Base Builders would not like the idea, paying Real Money for rent on "VIP Bases" is the only way to generate recurring revenue of any significant amount. If those funds were earmarked for Base Development on an ongoing basis, it seems to me to be the only system that would eventually pay off the cost of such development. It would totally have to be optional, though. If players don't like the new base shinines, they don't have to get a VIP Base. Only Base Builders and those who wanted the benefits would have to sign up for the plan.

-- Vivian


 

Posted

Quote:
Originally Posted by Comicsluvr View Post
While this may be true, ANY part of a game that's been around as long as CoH has has parts that get stale.
That's true. But let's use the Little Dutch Boy analogy. There's a leaking dam, and a Little Dutch Boy, who tries to plug the holes with his fingers. But he only has two hands, and there are many holes. Whichever he plugs (and he'll plug the largest, of course), there will still be leaks.

These "leaks" represent all the issues that haven't been gotten to -- like Bases -- and countless others. The problem is, there's only one Little Dutch Boy (Paragon Studios) to go around, and all his time and effort is spent plugging the really big leaks -- implementing things like Mission Architect, the Freemium System and more -- trying to help keep the game competitive and appealing to the market at large, that it might continue to draw new users in to replace those lost through the ongoing churn that is part and parcel of any online game.

Quote:
Originally Posted by Comicsluvr View Post
It's unfair to say that Bases are unimportant as they are now.
That is not exactly what I said -- I said that Bases are not the focus of the game. I honestly feel that the ability to create your own Base is an awesome thing, and I am very glad that CoX has it as one of many things that players can do in the game.

-- Vivian


 

Posted

Quote:
Originally Posted by Doctor Vivian View Post
I spent a while thinking about it, and although I know that most Base Builders would not like the idea, paying Real Money for rent on "VIP Bases" is the only way to generate recurring revenue of any significant amount. If those funds were earmarked for Base Development on an ongoing basis, it seems to me to be the only system that would eventually pay off the cost of such development. It would totally have to be optional, though. If players don't like the new base shinines, they don't have to get a VIP Base. Only Base Builders and those who wanted the benefits would have to sign up for the plan.
As well as being extremely unpopular I don't think it would work either. So I pay real money for VIP Bases, whatever that means, I build something VIP, then stop paying my real-money-rent. What happens? What happens to the rest of the SG? What happens if two people in the SG are paying rent? Does everyone have to pay rent to use VIP items?

Far too many headaches. Much much simpler to have Base Packs. Possibly less work that costume packs too.


This is a song about a super hero named Tony. Its called Tony's theme.
Jagged Reged: 23/01/04

 

Posted

Quote:
Originally Posted by Jagged View Post
Far too many headaches. Much much simpler to have Base Packs. Possibly less work that costume packs too.
I agree there would be challenges, and I am by no means proposing anything complete in terms of design or systems. Yet, that being said, if we wanted to extend our thoughts in that direction, there are many possible solutions that come to mind.

For example, payments for a VIP Base could be split up amongst all VIP SG Members in the SG. I.e., if the Base Rent for a given base was, say, 200 Points (cents) per month, and there was only one owner of that SG Base, they would be on the hook for the whole $2 each month. Alternately, if there were 10 members, each would only have $0.20 added to their monthly Premium VIP bill. Likewise, if there were 100 members in that SG, each would only pay $0.02 a month.

Next, to address your "what happens if I don't pay rent on my VIP base", this would only happen if there were no VIP members with live accounts in the SG, as the total monthly rent would be automatically divided among all VIP Account SG Members. But in such an event, it would be just the same as if you did not pay rent on a classic Base -- the power would first be shut off, and eventually the base would be inaccessible until the rent was paid.

Now, that's just a total off-the-cuff concept, without any lengthy design, discussion or thought put into it. The goal of it is to generate a reliable, recurring, Base-specific revenue stream for Paragon Studios that could be used to maintain the salaries and overhead of a small Base Team, who would do nothing every month but work on Base content. One-shot Base Packs won't do that.

-- Vivian


 

Posted

Quote:
Originally Posted by Doctor Vivian View Post
The goal of it is to generate a reliable, recurring, Base-specific revenue stream for Paragon Studios that could be used to maintain the salaries and overhead of a small Base Team, who would do nothing every month but work on Base content. One-shot Base Packs won't do that.

-- Vivian

Costume packs won't do it either...but they have them. You keep harping on the fact that Bases should provide a renewable income when no other single part of the game does that. NO part of the game pays for itself except for Packs and Upgrades like GR. Considering how much work went into GR I'm not certain it paid for itself through straight cash. What it DID do was bring in some new players, bring back some old players (I know...I'm one of them) and keep the current players playing.

No single part of the ongoing game supports itself. Instead, they all act together to keep the game interesting.

Now what the Devs need to figure out is how to incorporate SGs and Bases back into the game in a way that will make them interesting and, as a result, improve the game as a whole.


"Comics, you're not a Mastermind...you're an Overlord!"

 

Posted

Quote:
Originally Posted by Comicsluvr View Post
Costume packs won't do it either...but they have them.
I really must disagree. A far, far larger portion of the player base will purchase any given costume pack than they would a base pack, simply based on the statistically much higher level of interest. As was mentioned in an earlier message, costumes and the costume creator are much more central to the core CoX game experience than bases are. Consequently, due to these higher levels of sales, costume packs have a much greater chance of generating a Return on Investment.

Quote:
Originally Posted by Comicsluvr View Post
You keep harping on the fact that Bases should provide a renewable income when no other single part of the game does that.
Under the current subscription model, subscription generates recurring revenue (recurring, not renewable). Under the Freemium model that is about to be unleashed, VIP players will continue to generate recurring revenue.

Clarifying my earlier suggestion is not harping. I would also ask that you not confuse my suggestion as to a possible way to fund a separate Base Team at Paragon Studios that would be dedicated to generating Base content on an ongoing basis with saying that I am implying that bases "should" provide such recurring revenue.

Personally, I would have little or no desire for such a VIP Base system to be implemented. However, I can see the benefits of it from a business perspective, which is why I brought it up in discussion here. Even in my initial comment, I mentioned it would be extremely unpopular. I am in no way a champion of the idea -- it was only brought up for discussion. Although, if you have a better way to ensure a steady stream of income that could support several staff members at Paragon Studios, please by all means share it.

Quote:
Originally Posted by Comicsluvr View Post
NO part of the game pays for itself except for Packs and Upgrades like GR.
I am fairly certain that some packs may not have paid for themselves (although I have no proof since sales numbers are not made public), such as the Wedding Pack. Also, although GR was initially released as a paid expansion in an attempt to recoup the development cost (and there is no indication that it was or was not recouped), you will note that all of that content is being provided for free under the upcoming Freemium model. The upgrades and new content provided in GR serve more to keep CoX current and exciting in the face of competing products elsewhere in the marketplace. As you say, it served to largely bring in more players (and have some old ones return)... so even if Expansions such as GR are released at a loss, they can be considered a necessary overhead to avoiding the game falling into stagnation and being outpaced by its competition.

Quote:
Originally Posted by Comicsluvr View Post
No single part of the ongoing game supports itself. Instead, they all act together to keep the game interesting.
Similarly, no single part of the game has a dedicated team, which is why we must time and again return to the analogy of the Little Dutch Boy and the Leaking Dam. I honestly feel that if we cannot produce a model whereby Bases can be shown to generate significant, recurring revenue for the game, then they will continue to languish as they have for years.

Quote:
Originally Posted by Comicsluvr View Post
Now what the Devs need to figure out is how to incorporate SGs and Bases back into the game in a way that will make them interesting and, as a result, improve the game as a whole.
Bases, as I have said, are secondary to the core gameplay experience of CoX, and indeed, non-existent from the Praetorian one. Consequently they have always taken (and will always take) a back seat to any development that promises to enlarge the playerbase and/or generate significant amounts of additional revenue. The Little Dutch Boy, only having two hands, can't do everything... he has to go after only the very biggest leaks.

-- Vivian


 

Posted

Let's not beat about the bush here, Doctor Vivian. Your position (which, by the way, all historical evidence supports) is that Bases are trapped in a vicious circle of Self-fulfilling Apathy. It can essentially be summed up that as long as nothing changes, the reasons to continue to change nothing become ever more and more compelling, simply as a matter of institutional inertia.

Self-fulfilling Apathy.



Please note that while such a position may FEEL extremely satisfying in the great traditions of "I Told You So!" ... it does absolutely nothing to advance *solutions* for how to break out of the vicious circle of Self-fulfilling Apathy. Worse, defending the vicious circle of Self-fulfilling Apathy as a sort of "as it always has been, thus shall it ever be, world without end. Amen." is one in which it is very easy to continually "move the goalposts" such that IT IS ABSOLUTELY *NOT* POSSIBLE to break the vicious circle of Self-fulfilling Apathy.

And as such, all offered solutions to try and break the cycle are needlessly strangled before they can be given a chance ... and the cycle continues, world without end. Amen.



There have been times when I have told people that I would rather NOT be proven right.

Wouldn't you like this to be one of those times, when you are not proven right ... Doctor Vivian?


It's the end. But the moment has been prepared for ...

 

Posted

*shrug* Sure, I'd love for things to magically change too.

But, historically it just doesn't work like that. It never has. Invariably, development decisions are driven by financial realities.

That being said, I would like to point out that I am not simply fatalistically accepting that -- I am trying to suggest ways to break out of that cycle.

Perhaps my suggestion of a small, dedicated "Base Team" funded by a VIP Base subscription model is not ideal (and indeed, I said it would not be liked in the Base Building Community in the very same post that I originally suggested it), but I'd like to think it's that kind of outside-the-box thinking that's needed to change things.

Blindly hoping, or posting in the forums (whether ranting or polite), isn't going to change anything, because that does nothing to address the real reasons that bases get no attention. We need concrete solutions that attack the foundation of the problem.

My explanation of the financial realities that drive, govern and limit development in my earlier posts was mainly intended to educate other posters who did not appear to be aware of, or understand them -- for I firmly believe that unless people understand the underlying reasons that bases have almost completely stagnated for the past few years, we will be unable to change it moving forward.

So, suggest away! However, I'm asking that we all try to make meaningful suggestions -- ones that target the root of the problem.


 

Posted

Quote:
Originally Posted by Redlynne View Post
Let's not beat about the bush here, Doctor Vivian. Your position (which, by the way, all historical evidence supports) is that Bases are trapped in a vicious circle of Self-fulfilling Apathy.
After re-reading your post, I see that you did not understand my position. Whether this is because I did not explain it clearly enough or you were skimming my words in earlier posts and misunderstood is irrelevant. I'll try and explain it a bit more clearly below.

It is not apathy -- i.e., a lack of interest or concern. The Devs, all of them, invariably will tell you if you ever speak to them in person, in game, via PM or via e-mail, that they would love to see more base content. War Witch is on record, along with several others, in saying they really want to get around to making something fun happen with bases.

Yet -- if you do not understand the financial realities that govern, control and limit development at the Studio level, all you have to go on is the above kind of statement from the Devs. Consequently you will always be completely at a loss to explain why Bases aren't getting the attention that the Devs keep saying they want to give them. You'll come up with things like "apathy" to explain it -- which isn't the case at all.

The underlying problem is that there's a limited number of Modelers, Programmers, Designers, Testers, Animators, Riggers, Texture Artists, Producers, Writers, etc., on the Paragon Studios staff, and thus a limited number of man-hours of development time being generated each month.

You need to understand the financial considerations and the corporate decisions that necessarily derive from them that have caused, year in and year out, Bases to not receive any share of those precious monthly man-hours.

Each month, those man-hours will be spread across a variety of tasks, but all of those tasks are chosen on the basis of being most likely to a) result in an increase in the playerbase (like the upcoming Freemium system), b) generate more revenue (like Packs and paid Expansions) or c) keep the game current and relevant in terms of features and content to its current and emerging competitors in the marketplace (the free Issues).

This is what my analogy of the Little Dutch Boy and the Leaking Dam derives from. Too many leaks (things to do), not enough fingers (man-hours of Development) to stop them all up. The boy has to focus on the very largest leaks, and more keep popping up constantly. The boy is facing a losing battle -- he will never get to the small leaks (like Bases) until and unless the paradigm changes.

I honestly hope that the Freemium model will do that -- I hope it will generate tons of new users and tons more money. Because, if it does, then that one lone boy will be joined by several other boys -- and together, their fingers and hands can not only plug all the leaks, but continue to build the dam itself.


 

Posted

One: You like little dutch boys too much Doc. Try for a different analogy next time please.

Two: I don't see why you insist that a base Dev Team should find a way to earn enough revenue to be self-supporting when no other part of the game does so. This puts an unfair strain on the idea of doing anything with bases. Besides, there wouldn't be enough work to sustain a team of base programmers. One would likely be enough once the changes were made. Therefore the ongoing investment would be small.

Three: Other than your VIP pay model, which I think we can all agree won't work because too few players are willing to pay for it, you got any other ideas?

Over the past few years the Devs have given the players more of what they've asked for. We wanted real combat stats and we got them. We wanted all sorts of QoL features and we've gotten many of them (like merging trains and ferries). We've got endgame content, such as it is.

So now I think they can kill several birds with one stone: Give the players the chance to have private rooms in Bases. Sort of a base within a base.

One of the points brought up to me is that bases aren't accessible enough. Normally only a select few are allowed to use the Editor for whatever reason. Since Inventions many SGs had all sorts of theft problems so new SG members generally can't use Storage either. Many players have asked for private SGs and private Bases over the years. Ok...so let's solve ALL those problems in one swoop AND generate enough revenue to pay for it.

INTRODUCING THE BASE MEGA-PACK!

Included would be the new Editor complete with z-axis function and lots of the decorations already in the game. Also, SG members are able to purchase a private room within the Base which they can decorate as they see fit. Higher levels of rooms (costing more Prestige and Inf) include suites of rooms and can hold Storage and even Crafting components.

The private rooms would ONLY be available to SG members who bought the pack so no worries of the SG Leader buying it and everyone else getting a free ride. Benefits include revenue (from the pack's sale), even from the Prestige F2P people (because they'd gain access to Bases if they bought it) and greatly increased usage for SGs and Bases. If one of the included decorations is a better floor tile then Base designers could remove the hundreds of desks they use for flooring. This reduces server load.

With this idea every who buys the pack can dabble in the Editor. They can have private storage. They can decorate their own private apartment as they see fit. It would serve as an Inf sink which the Devs apparently want right now. It would provide a use for the millions of accumulated prestige being wasted. Would it cost money? Of course it would. Would the Pack sales recoup the losses? Who can say? But it would provide the Base Community with much-awaited luv, bring Bases and SGs back closer to the core game and make them more fun for everyone.

/end rant


"Comics, you're not a Mastermind...you're an Overlord!"

 

Posted

the way I see it, its going to start with a trickle, just a few drops, and it won't be immediate but it will happen.

it's going to start with something oh say... transferring your sg to different servers.

not a bad start. Thats the first drop and it will take many to fill this swimming pool we all want. Thing is the water bill hasn't been paid yet because there aren't enough subscriptions running to turn on the hose full blast.

Also, they aren't advertising much. This thing is supposed to sell itself, and it can. It has a very good chance of raking in some dough.

That's where we come in. Their advertising is going to be word-of-mouth. That's us. So I guess since the decision has already been made to go f2p that means... If we want base shiny we sell game.

you want base shiny?

I know I do

=


Ignoring anyone is a mistake. You might miss something viral to your cause.

 

Posted

Quote:
Originally Posted by Doctor Vivian View Post
Next, to address your "what happens if I don't pay rent on my VIP base", this would only happen if there were no VIP members with live accounts in the SG, as the total monthly rent would be automatically divided among all VIP Account SG Members. But in such an event, it would be just the same as if you did not pay rent on a classic Base -- the power would first be shut off, and eventually the base would be inaccessible until the rent was paid.
Sorry, you can't propose a system where the amount of money someone pays can vary depending on the number of people that cancel their SG membership this month!! Won't work.

As I said, far too many headaches. A Costume Pack for Bases on the other hand is very easy and practically existing technology.


This is a song about a super hero named Tony. Its called Tony's theme.
Jagged Reged: 23/01/04

 

Posted

Quote:
Originally Posted by Jagged View Post
A Costume Pack for Bases on the other hand is very easy and practically existing technology.
Even if a one-shot Pack were on the menu, the limited segment of the player population that would purchase such a pack would seem to make it difficult to achieve a return on the investment of making it. Or is it? We really don't know how many people would buy such a Pack, and it is that uncertainty which is probably behind the fact that we haven't seen one. If we had solid numbers, it could be a different story.

I wish that there was a Polling system in place, so that way each time users log in to the game they could be presented with a quick question -- this would enable Paragon Studios to very quickly determine how many people would be willing to purchase things like a Base Pack, or other one-shot Packs.

Similarly, if they had such a Polling system in place moving forward in the Freemium system, they could more readily steer development of microtransaction-based accessories or optional items to those that the player base felt most strongly about purchasing, and therefore maximize their sales in that area.

-- Vivian


 

Posted

Another problem with the Base Pack idea is this -- only the SG's Base Designer will buy it. People who are not Base Designers won't. So, the market shrinks further still -- whereas a Costume Pack has every user as a possible customer, a Base Pack would only be bought by a portion of SG Leaders or Base Designers (as not even all of THOSE would buy it) -- which are one in a hundred (or less, since not all would buy it) in the player population.


 

Posted

Again ... Doctor Vivian ... you're "stuck in a rut" of trying to see the Base Editor in isolation, and therefore trying to justify it in isolation, without trying to break out of that assumption to search for possible synergies and draws which could dramatically widen the appeal of Base Editing itself.

Right now, we have "global" settings for who can edit Bases. If you can edit one thing, you can edit everything. There's no "security settings" on base editing priviledges ... so consenquently, only the "inner circle" of an SG can be trusted to not go on a destructive rampage, or rob the SG blind or engage in other griefing behaviors. If you can't secure it, it can't be a widely used feature. But if it were possible to assign Edit Priviledges on a room-by-room basis ... you could have designated "sandbox" rooms in any base which low level SG members would be able to "mess around with" while not risking any of the painstaking work that has gone into building up the rest of the base.

When more players can use a feature without risking the hard work of others, that feature will gain in popularity and use ... which in turn will prompt demand for any expansions of functionality and building blocks that go into that feature.

I for one would love to see the Base Editor updated, expanded and extended so as to make it compatible with Architect Entertainment so that players could create User Generated Locations in additon to Custom Mobs and Custom Story Arcs. Merging an environment editor with AE would offer INCREDIBLE creative potential! I'd love to be able to "define spaces" in my Base and then export all of the database instructions that make it all possible to a text file, like what we can do with Custom Mobs in AE, so as to have a backdoor method to "version" our bases. That way, players can store "backup files" of their bases in the event of loss, damage, or creative impulses gone awry that would take far too much effort to "undo" and revert to original state via file upload/download.



But absolutely NONE of that can even be considered so long as people (such as yourself) lack the vision for WHAT MIGHT BE and remain locked into their (preferred?) vision of WHAT CAN NEVER BE. You spend an awful lot of time, text and energy trying to make sure that you (and everyone else) is completely justified in believing that nothing ever CAN get done, nothing ever WILL get done, and so there's absolutely no point in even discussing how to GROW beyond what we've already got into having something that everyone is going to WANT (and will therefore want to BUY).

We keep trying to make the pie bigger and/or better.
You keep trying to say the pie will always be small, and never have enough slices to justify baking another one.

Guess which attitude is "more helpful" for bringing about changes that we can all benefit from?


It's the end. But the moment has been prepared for ...

 

Posted

Quote:
Originally Posted by Redlynne View Post
Guess which attitude is "more helpful" for bringing about changes that we can all benefit from?
I don't think you actually understand my position. I've been trying to point out that it's not attitude but immutable corporate financial realities that govern the course of current and future development, and unless you approach the problem with potential solutions from that angle you'll never get anywhere, as it is money that drives everything -- but that's perfectly okay. We can agree to disagree and still smile and move on. We both want the same goal -- Base Development -- we just differ strongly in our opinions of what's needed to make it happen. Which should come as no surprise really, as two people in this world very rarely share the same opinion.

-- Vivian


 

Posted

From another thread discussing ComicCon stuff, including a Q&A session with the devs...

Quote:
Originally Posted by Archon Helios View Post
... At the start of the Q&A they also specifically said "No questions about bases". ...
Pretty much says it all, right there.

*washes hands*

.


Quote:
Don�t say things.
What you are stands over you the while, and thunders so that I cannot hear what you say to the contrary. - R.W. Emerson
The BIG consolidated LIST for BASE LUV
YUMMY Low-Hanging Fruit for BASE LUV

 

Posted

Quote:
Originally Posted by Impish Kat View Post
From another thread discussing ComicCon stuff, including a Q&A session with the devs...



Pretty much says it all, right there.

*washes hands*

.
So, (he asked rhetorically) does this mean (a) there is a pony in the manure somewhere (i.e. a super secret base love project the devs can't talk about) or (b) shut up and go away? Either way, I'm not buying (never did) that player base concerns are beneath dev notice or that now is particularly good time to "start a revolution" over the subject. Pass the wash basin please.


One man's terrorist is another man's freedom (or freem?) fighter; just as one man's exploit is another man's feature.