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Anoia posted:Had they abandoned raids and focused on the one good thing they had going- housing- they might have had a chance. ? Housing had significant improvements post F2P, they added about 1000 "Raw building block" style things that let people build a bit more freely, along with terrain objects so people could build hills and mountains and the like. They also increased the object caps, and the plot size by about 33%. If you take a look at some of the Pre F2P "Best houses" and compared them to post, the stuff we had at release ends up looking kinda pathetic. Rhymenoserous fucked around with this message at 19:43 on Aug 27, 2016 |
# ? Aug 27, 2016 19:28 |
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# ? May 21, 2024 19:11 |
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Asimo posted:Another game destined for greatness. Look, NCsoft. You know it, we know it. Just put this money towards Lineage 3, like you wanted to all along.
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# ? Aug 27, 2016 22:50 |
Imagine if MXM shtick is characters from dead failed online games, that's original.
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# ? Aug 28, 2016 00:18 |
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Not even 'hardcore' small group content would have saved them since Legion is introducing a Mythic+ keystone system (think Diablo 3) to their 5mans to give increasing levels of difficulty past Normal/Heroic/Mythic.
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# ? Aug 28, 2016 15:08 |
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Schubalts posted:Look, NCsoft. You know it, we know it. Just put this money towards Lineage 3, like you wanted to all along. If they play their cards right they could attract a playerbase up to 3% of the size of Lineage 1's!
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# ? Aug 28, 2016 20:23 |
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Rhymenoserous posted:? Oh, huh. I'm going off what I see off social media and people are still complaining you can't do enough with housing. Though I guess if you never left your plot in an effort to build your own experience, you'd long for pie in the sky improvements, too.
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# ? Aug 28, 2016 22:21 |
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The Moon Monster posted:If they play their cards right they could attract a playerbase up to 3% of the size of Lineage 1's! After dropping untold years into L2, i'd play L3 :/ at least for a try.
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# ? Aug 29, 2016 09:05 |
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Schubalts posted:Look, NCsoft. You know it, we know it. Just put this money towards Lineage 3, like you wanted to all along. Lineage 3 is a online diablo clone. They've given up trying to have people migrate to a new lineage like game since lineage 1 is such a powerhouse.
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# ? Aug 29, 2016 12:49 |
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gently caress that poo poo just revive Project HON. Thats all I want NCsoft...
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# ? Aug 29, 2016 22:11 |
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I wonder how many people were playing city of heroes when it was axed?
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# ? Aug 30, 2016 02:44 |
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I was told that COH was at least still very profitable when they axed it. Guess they really wanted the Wildstar monies.
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# ? Aug 30, 2016 14:18 |
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year199X posted:I was told that COH was at least still very profitable when they axed it. Guess they really wanted the Wildstar monies. Yeah, CoX was profitable and paying for itself, it just wasn't doing gangbusters like ANet expected from Lineage/Guild Wars/ Ect. I came into CoX real late in it's life, but I actually really liked it for what it was. My main at the time was a Demon Summoning / Darkness mastermind which, judging by what I could pick up at the time probably wasn't an ideal skill configuration. Still kind of fun though, I tried my best to make him look like the Smoking Guy from The X Files.
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# ? Aug 30, 2016 15:36 |
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It was stable, and the dev team was both working on new toys for players and fixing the mess Cryptic left, but it wasn't a spectacular stable. Only a couple of NA servers had particularly high populations, and at least one was a ghost town. There were a lot of die-hard players, and going two-tier F2P was netting them a modest profit, but they weren't attracting huge numbers and NCSoft already had a history of axing games developed in north america with little provocation.
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# ? Aug 30, 2016 16:55 |
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Wasn't making enough profit to keep running obviously.
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# ? Aug 30, 2016 17:25 |
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as opposed to wildstar,
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# ? Aug 30, 2016 17:44 |
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30.5 Days posted:as opposed to wildstar, Maybe they're reluctant to make this the 10th game they've shuttered, lest they get some kind of bad reputation
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# ? Aug 30, 2016 19:30 |
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Anoia posted:Maybe they're reluctant to make this the 10th game they've shuttered, lest they get some kind of bad reputation They get a free tote bag if they shutter ten games that have run at least three years.
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# ? Aug 30, 2016 19:53 |
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jabro posted:Wasn't making enough profit to keep running obviously. As I understand it, City of Heroes was profitable but Paragon Studios wasn't, cause they were working on new games as well. While I doubt that was the sole reason for shutting them down outright rather than just cancelling one or more of the new games, it certainly wouldn't have helped. Carbine's lucky they only have the one game, which must still somehow be turning a profit.
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# ? Aug 31, 2016 01:24 |
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Bieeardo posted:It was stable, and the dev team was both working on new toys for players and fixing the mess Cryptic left, but it wasn't a spectacular stable. Only a couple of NA servers had particularly high populations, and at least one was a ghost town. There were a lot of die-hard players, and going two-tier F2P was netting them a modest profit, but they weren't attracting huge numbers and NCSoft already had a history of axing games developed in north america with little provocation. I feel bad for anyone trying to fix code Cryptic's devs worked on.
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# ? Sep 1, 2016 00:13 |
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General Maximus posted:As I understand it, City of Heroes was profitable but Paragon Studios wasn't, cause they were working on new games as well. While I doubt that was the sole reason for shutting them down outright rather than just cancelling one or more of the new games, it certainly wouldn't have helped. The game probably could have gone for years in maintenance mode and not cost any goodwill to do so, but I don't entirely blame NCSoft for axing it either. Just the timing of and suddenness of it, really?
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# ? Sep 1, 2016 00:50 |
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Unguided posted:I feel bad for anyone trying to fix code Cryptic's devs worked on. God, yes. Near the end, one of the devs was showing off tools they were in the midst of cobbling together-- stuff you'd assume would have been in the toolbox from the word 'go'. The supergroup-vs-supergroup base raiding went live only briefly, because the SG housing code was so squirrelly it threatened to wreck the database if you so much as looked at it funny.
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# ? Sep 1, 2016 02:04 |
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Yeah I have way less experience with COH but both ChampO and STO are absolute rolling disasters of code and I can only imagine how insane the backend for CoH must have been considering it came first.
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# ? Sep 1, 2016 02:09 |
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Discussed upgrade, but at least they didn't write their own db from scratch for coh and spend the entire life of the game attempting to justify it to other developers.
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# ? Sep 1, 2016 04:22 |
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A. Beaverhausen posted:I wonder how many people were playing city of heroes when it was axed? IIRC, just under 150k. Game was still vastly profitable, but NCSoft didn't want to keep paying for Paragon Studios and was transitioning to concentrate on the SE Asian market. The real dick move was backing out of selling the IP to a team of ex-Paragon staffers, just to sit on it and do nothing with no interest in using it.
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# ? Sep 2, 2016 01:14 |
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Liquid Communism posted:IIRC, just under 150k. Game was still vastly profitable, but NCSoft didn't want to keep paying for Paragon Studios and was transitioning to concentrate on the SE Asian market. Why do companies do that? The ip will never be worth more than when you have a ready made mmo to sell with players still invested in it
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# ? Sep 2, 2016 01:25 |
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Wildstar: They killed CoX for this
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# ? Sep 2, 2016 01:48 |
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Liquid Communism posted:IIRC, just under 150k. Do you have any data to support this? Because I am really, really struggling to believe CoX had that many players. Or that NCSoft would be dumb enough to kill off a game with that many actual players. Even for an F2P game, 150,000 active players is a gold mine.
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# ? Sep 2, 2016 02:42 |
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Looks like I was a bit low, it peaked in 2006 at ~180k.
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# ? Sep 2, 2016 03:55 |
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Didn't they, like every mmo, shut down years after they stopped sharing data?
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# ? Sep 2, 2016 04:02 |
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Liquid Communism posted:
Man, that WHO drop-off..
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# ? Sep 2, 2016 04:06 |
Somebody made that graph and thought "ok, looks good enough". Holy poo poo.
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# ? Sep 2, 2016 04:16 |
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Liquid Communism posted:
Looks like the line for CoH stops around the time it went F2P, which is unfortunate since from what I hear it became much more lucrative once it did.
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# ? Sep 2, 2016 05:53 |
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Those charts are completely meaningless and 90% made up, for the record. Some games are alright, where the company actively releases subscription info, but everything else is just pure conjecture. I mean just look at the "active accounts" for second life and you can see how bullshit that is. kirbysuperstar posted:Man, that WHO drop-off..
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# ? Sep 2, 2016 06:09 |
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I played it for a good three months and enjoyed it, but the game was brutally unfinished and like every online game players ended up doing the most optimal thing for progress, which turned out to be a huge zerg wandering from PVP objective to PV objective.
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# ? Sep 2, 2016 09:17 |
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They had no clue how to balance classes in WHO, so PVP was always a roller coaster ride where your preferred class would dominate, then get nerfed into oblivion, and then improve by sheer virtue of some other class getting hamstrung. The back and forth was almost comical. Also comical was WoW IMMEDIATELY stole the achievement log from them.
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# ? Sep 2, 2016 10:35 |
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Asimo posted:Those charts are completely meaningless and 90% made up, for the record. That and UO being listed with 100k SUBSCRIPTIONS in 2009 should immediately make you skeptical of that graph.
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# ? Sep 2, 2016 12:51 |
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WHO's auto-firing zone events were great... until you were the only one leveling an alt in Zone X. RIFT had similar issues (at least early on) with its invasions. Painting sections of the map to display where quest drops actually happened was a huge step forward for quality of life. Hunting for the precise region of Fuckwater Shallows where bears sometimes dropped quest-related flanks instead of generic asses was one of the worst elements of early MMO design.
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# ? Sep 2, 2016 16:23 |
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DeathSandwich posted:Yeah, CoX was profitable and paying for itself, it just wasn't doing gangbusters like ANet expected from Lineage/Guild Wars/ Ect. I came into CoX real late in it's life, but I actually really liked it for what it was. My main at the time was a Demon Summoning / Darkness mastermind which, judging by what I could pick up at the time probably wasn't an ideal skill configuration. Still kind of fun though, I tried my best to make him look like the Smoking Guy from The X Files. You're looking at it the wrong way. CoH was in the green, yes, but Paragon studios was hemorrhaging money because they kept spending money on prototype MMOs that never panned out. NCsoft lost a lot of money on Paragon towards the end of CoX's lifecycle, and while they could have burned Paragon down to a skeleton maintenance crew and kept the lights on, who knows how profitable it would remain going forward. Paragon pissing off NCsoft with a bunch of burnt development money had far more to do with CoX closing than Wildstar ever did. The timing was just coincidental.
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# ? Sep 2, 2016 17:26 |
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WHO also had achievements that gave you stuff like little medals you could put on your character, it also had armor dyes.
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# ? Sep 2, 2016 21:06 |
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# ? May 21, 2024 19:11 |
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How many of you folks tried out the dead/dying MMOs on that spurious graph? What is it that you think caused them to die off?
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# ? Sep 2, 2016 21:50 |