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princey

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Posts posted by princey

  1. The reward you get for subbing for a year+, playing the game off and on since release? They make darn sure to take your money every 30 days, but the CC allotment "somehow" got shifted to 33 days. So now I get charged on the 3-5th every month and I don't get my coins until the 23rd? My wife was getting hers the same day you take her money. How hard was that to fix? You lost 2 subs over this.
  2. They just need to increase hardware on servers and make limit about 5-6 k people. Now its about 2,5k (calculated today). Sure they will do it for saving customers))):rak_01:

     

    The pop limit isn't 2.5k. About an hour ago, I made some observations on Ebon Hawk (heavy at the time, two stages before full), using /who on both sides. I got 2388 people. So it's safe to assume that at least up to 2400 is still heavy, possibly more, but any more is speculation. If very heavy started at 2400, I find it highly unlikely that full is just 100 more.

  3. They get more and more useless the higher level you get, once the strongs start hitting harder than elites. It's because their tank stance is absolutely terrible.

     

    Interestingly, back in beta (in August when I joined), the tooltip for the companions' tank stances all said that it added 60% armor. It never worked, and it was brought up repeatedly. In the next phase, or the one shortly thereafter, it was "fixed", in that, that part of the tooltip was removed.

     

    Then, they tweaked the difficulty on level 30+ content and left the tank companions as they were.

  4. It won't go F2P. Ever. EA doesn't do F2P. Is Warhammer F2P? Nope, in much worse shape than TOR from a sub standpoint. Is Dark Age of Camelot F2P? Nope, and by rights it should be. Tiny, tiny population, 10 year old game, but it's still a sub. Hell, they still charge for UO. Like I said, EA doesn't do F2P.
  5. Yep, for 20, 40, 60, 80, 100K xp which also stacks... so 300k credits too, just for one type of boost (space, warzones, or flashpoint bosses). So, hope you didnt plan on buying any of your skills, speeders, stims/adrenals, respecs,repair costs, movment/travel perks, or to do any craft other than slicing. By the time youll be able to afford any of these perks, you wont need them anymore.

     

    Personally I think they should just add a cumulative XP bonus every time a character on your legacy finishes his story.

     

    A valid concern, if each character you made was in a vacuum. New players wouldn't be able to get the perks until they unlock legacy. Current players, with at least one lvl 50, would have absolutely no problem getting that much credits. What is that, like one day of dailies?

  6. I never saw the point in increasing the level cap in any MMO. It's better to add more content and keep the cap as it is, then you have a lot more to do at end game and older content doesn't suddenly become obsolete.

     

    This. It always baffles me how developers just willingly throw away content that doesn't get used by everyone before it gets thrown away. Seems like such a waste to me.

  7. I doubt also that the NERFS included in 1.2 is the #1 reason why the subs in TOR are leaching 1,333,333 per/mo also. But, if they already had a problem, why make a another one and give people a reason?

     

    I didn't play WoW but I have known several that did. Most all of them did a /ragequit of cat and their common reasoning was CHANGES to the game as a whole which included NERFs to their respective class(s). From the numbers that Bliz releases, it was around 2 mil subs that went out the door. I would imagine that $30 mil a month loss was even enough for the mightly Bliz to set up and take notice of.

     

    NGEs and NERFs simply do not work.

     

    ??? Where are you getting 1.3 million subs/month lost? Number's a little off, as the 1.3 million is what the latest sub number released was. Tor has lost ~1.1 million subs since release.

     

    I agree though, sweeping changes to a game don't work. It wrecked SWG (though it was gasping for breath anyway), and it damaged DAoC (ToA expansion). There's a HUGE difference between nerfs and NGE type changes though, especially the nerfs in 1.2. They aren't as bad as people are making them out to be, and he even admitted that sorc/sage healing is harder now than they want it to be.

     

    You're overstating the impact of nerfs. They don't cause mass exoduses. I'd imagine the biggest causes of sub loss right now for TOR are bugs (which is natural this early in a MMO, though in the past not as many people flooded into a newly released MMO, so the effect is exacerbated), the scrapping of Ilum, the delay of rated WZs, and server populations (imo this is the biggest contributor to sub losses at the moment, thus their intent on getting out a transfer tool as soon as it's ready). Nerfs might cause the fickle, FOTM players to ragequit, along with some people unfamiliar to MMOs, but to anyone who has played MMOs for any length of time, it's par for the course. There have been nerfs since there have been MMOs. It's just the way it is. Again, if nerfs killed a game, WoW wouldn't have even gotten to where it is. I'm not even talking about Cata. There have been nerfs in WoW from day one, effecting every class, and the population did nothing but grow, until Cata, when they made sweeping changes to the game. See above.

  8. I even /agree with you. It is easier and that's the main reason why dev depts chose NERFS. But, the facts still state that NERFS cause sub-loss. There are some players who will "conform". They will just head to that magical cancel button just as fast as devs head for that magical NERF button.

     

    Good case in point is STO. They NERFed just about EVERY heal, skill box, etc in the game just before F2P (when they did basicly their own NGE of sorts just a couple of months ago). Now, this week in fact, I see a post from a developer that "no1 plays PVP anymore" and "we're going to try and fix it 1 last time and if we can't the only other alternative to is take PVP completly out of the game". He further went on to state "that probably no1 would notice if PVP was gone". Great development there.

     

    I find it highly unlikely that the number 1 cause of lost subs is nerfing, seriously, and I'd imagine that breaking the game to buff up the other 14 ACs would cost them more, or it would at least result in a much larger outcry on the forums. Besides, if nerfing doomed a game, WoW would be nowhere near the giant it is now. Every class in that game has felt the nerf hammer, multiple times (some being hit so hard that they actually were ineffective afterward), and WoW is doing just fine sub-wise.

  9. They may indeed be happy with their numbers but the real test is if the playerbase is happy with them as well. They can make a game for themselves all day but if there is no1 to play, or pay for, the game, they lose just as fast. 1,333,333 sub leach per/mo seems to be not a very happy playerbase, wouldn't you believe? "So, let's just give them a reason to quit". /scacasm

     

    This is a developer mindset that I have unfortunatly seen before, from some of the exact same people, even. In fact, I would make a bet that they learned this from their last positions and last employer. Some of these same exact people claimed SOE's NGE was the best thing since sliced bread, on the game's forums, in interviews, and any other media they could get their grimey little meat grabbers on. In the end result, even Smed called it a mistake that he would never make again. But, these guys, and Rubenfield et al, still go on thinking "it was NOT THE CHANGES" (as he put in his blog). They believe it was how it was done. Lorin Jameson tested that theroy with C6CD thru GU-Whatever, the next big NGE type development that SWG went thru, only this time it was done in small patches (some that wer'nt even all that bad such as C7 and C8) but the end result was massivly CHANGING the game yet again, for what they considered needed done and for that ever elusive playerbase they were always after, more than willing to sacrifice EVERY paying sub they had in order to even get the chance. The existing playerbase, and more importantly the sub base, went down by almost the same exact percentage as the original NGE. That other playerbase? No show.

     

    The fact of the matter is, they took something away from players that they had gotten used to in their gameplay. For their "balance" or whatever excuse they can come up with, it was still a net loss to the players who played the profession AND the players who depended upon these healers (like myself). No wonder they had sage's run to that magical cancel button. There remains 2 different ways to maintain balance. 1 is to use the NERF method which is proven to be a direct subscription loss, the other is to ADD to the professions who are "under-balanced" (which usualy ends up as direct praise to a development dept via players).

     

    I can not help feeling with lead devs like this, this game doesn't even have a chance until EA cleans house. The 64 dollar question? Who exactly are they making SW:TOR for, us or themselves? The sooner they figure that out, the sooner they clean up their mess.

     

    The fact of the matter is, it's often much easier, and cleaner for the whole game, to bring one or two classes down than it is to bring all the other classes up. Most people don't think about the effects that would have on the game as a whole, like making PVE pretty much trivial, which in turn would need a buff. In the end, you get the same basic result with MUCH more work and more chance for bugs rearing up. Nerfing, unfortunately, is the best path in a lot of cases.

     

    BTW, I do play a Sage healer, and I do just fine. Just can't spam heal and eat health indiscriminately.

  10. My estimate is a little under half that. I anticipate about 200-300k people that are only counted due to the free month (I'm in that boat myself) or have recently cancelled after 1.2

     

    I figure roughly 1 million even give or take 50,000 people actually play the game, less do so regularly.

     

    Very reasonable. I don't disagree. And the game will be fine with that many once the server transfers start.

  11. About 20% are playing at max, that is during the prime time, so you are looking at about 260,000, on 223 servers that would be about 1100 per server, and yeah you are right, we don't even that, I doubt we are seeing even 10% playing at one time.

     

    Actually, with 1100 per server, average, that's 550 per side. Break that down to a per planet average and it gets ~30-40. Look at the fact that many servers have more and many have less, some zones have more and some have less, and it becomes completely feasible. Fact remains: there's too many servers.

  12. Well...I am still subbed , but I donot play much anymore. And I think I am not alone in that way. And yes, there are several who have canceled thier subs, but they still have time left on thier sub to play if they wanted to. I cannot support or disagree with any numbers as that would be speculation. But lets say this...I am not sure he is that far off on his predictions. :cool:

     

    Ok...so about 800k people are recently cancelled and waiting for their subs to expire. Really? He's not far off in saying that? I'm sorry, but that's a completely ridiculous concept.

     

    Can somebody explain to me, because I dont get it.65% of servers are on Light pop all the time, but EA says 1.3 mil subs.

    So 1 300 000 (subs) : 223 (servers) = 5829 people on one server, that means every single server should be full everytime.I dont see it, where are those people????

     

    Is it happening in my mind or its just false information???

     

    You're making the assumption that every subscriber is playing 24/7 and are evenly distributed, and that's completely erroneous. I'm not saying that every single one of those 1.3 mil are active players because they simply aren't, but to try to argue that the majority aren't by using flawed math isn't any better.

  13. The drop will be much more prominent soon. There are many people who have cancelled, but still have a month or more remaining who will never be back. I'd guess it's more than 80% have stopped playing and as the subs run out that are no longer being played the true numbers will begin to show on the profit and loss sheets. If transfers or mergers to not happen soon those numbers will continue to drop even further. I can see this game dropping to 5% of the starting numbers within 3 months.

     

    Wow. Just wow... You're saying that less than 500k are still playing right now and that it'll drop off to 120k within 3 months. You're doing a hefty amount of assuming in the first place by saying that the majority of the people subscribed have actually quit and are awaiting their expiration date. That's just as bad as some others assuming that a large number of players own a box and never subscribed, or cancelled and are waiting to come back.

  14. FYI, the last patch broke the LFG flag. It no longer appears when you flag yourself, and you can't search LFG in the search box anymore.

     

    Kind of irrelevant considering that no one used it before, when it worked. And it was rarely used in beta. I think that BW just flat out underestimated the laziness of gamers. (That is a general statement, not aimed at anyone in particular.) So many MMOs now have an automated system for grouping, and I won't deny that it's a much more streamlined and user friendly system to set it and forget it. The game released with an archaic system that, while adequate, obviously isn't preferred by the player base at large. It's akin to taking away people's iphones and giving them those giant things they used in the 80s. The overabundance of servers didn't help things. Thus, the incoming LFG changed and server transfers.

  15. O please... your point is trivalised... when a game has no tools to group other than a General Chat spamfest which is lost the minute you interact with an NPC or your companion comes back from ..

     

    Your point is trivialized by the fact that there IS a LFG flag system. The fact that no one uses it doesn't discount the fact that it is there. And BW is making it better, just because people don't use it. IF people used it, and if BW had not caved to the rampant queue qq, then it would have been more than adequate.

  16. I certainly have done all the flashpoints the game launched with on all difficulties available for each flashpoint. On normal mode you can easily ignore mechanics such as those you listed and win, and I remember for a fact we completely ignored the turrets when I did Mando Raiders at level.

     

    Bull. You had 6 turrets shredding your healer and survived...right. Screenshots or it didn't happen. Either that, you were the only one at level, or you killed all the turrets but the last two. It's just not feasible that a healer could survive with all 6 on him at level.

     

    I do find it poignant that you did not list encounters by name, because quite frankly the bosses are not memorable with the exception of HK47, Malgus, and Grand Moff Kilran. Why? Because we've seen these characters before and have history with them either from previous games or several series in this game.

     

    Why, you ask? Well, you should realize that the encounters I listed were from "story light" flashpoints, and I make it a point to avoid naming flashpoint bosses to not give out spoilers, but apparently you don't care about that.

     

    I'll concede I may be exagerrating to a point, but there are tank and spank bosses spread throughout on far too frequent a basis, even if some of them weren't strictly intended to be tank and spank.

     

    I'd really like to see 4 people, at level, ignore fight mechanics and try to tank and spank any of the bosses I listed. Seriously. If you ignore Battlelord Kreshan's (holy crap I know his name) landmines and adds, your healer will die if they are at level. If you ignore the mando boss' (so I don't remember his name) turrets, they will aggro on the healer, and he will die if he's at level. The droid boss on red reaper, if you ignore the pillars, it WILL one shot everyone in the group one after another. You could bypass the mechanic on the end boss of red reaper, but tank and spanking down the adds would take FOREVER. Foundry - HK47 - don't hit the clickies and he one shots someone. The point you're exaggerating to is call hyperbole. The vast minority of FP bosses are designed to be tank and spank, and of those that aren't, very few can have the mechanics outright ignored.

     

    Anyway, I've been through this whole discussion before (possibly with you), and I'm not going to do it again. It really doesn't matter to me one way or another if you like this game or if you don't. My world isn't going to end when you stop playing. I'm going to agree to disagree, but I couldn't let your misrepresentation of the game stand uncontested.

  17. Show me a flashpoint that doesn't have a tank and spank boss

     

    OK, I couldn't just sit here while you outright lie. The majority of bosses in every flashpoint aren't tank and spank. You want a list?

     

    End boss of Hammer Station. Go in there at level and ignore the adds and land mines. That would be trying to tank and spank, and you would wipe.

     

    Athiss. Try to tank and spank that end boss. Don't run from the flames. See how that works out.

     

    Mando raiders. Ignore the turrets on the end boss. See how that works out.

     

    I could go on.

     

    Either you're being intentionally obstinate, you've never actually done any flashpoints, or you have a warped, and incorrect, definition of tank and spank.

  18. And none of those 1.3 million have even paid for the current month of subs.

     

    This isn't exactly true. I was billed for April-May, and my free 30 days is for May-June. I've been subbed since release, so I assume it's the same for everyone else that's been subbed since release.

     

    The stories still should have been interweaved.

     

    You do realize the immense complexity that that would create, right? We'd still be waiting for release if they even attempted to do something like this. There's only so much that can be done, and it wouldn't be worth the trouble. People that want to group would take advantage of it, sure, but soloers most likely wouldn't, at least the majority of them. It doesn't matter how much incentive you give grouping. Someone who wants to solo, will. And if they can't, they'll likely quit.

  19. You're just taking the idea to the most negative extreme. There would obviously have to be development work done to determine how to best structure the use of other players vs not, but the fact of the matter is that this is still a multiplayer game.

     

    It is a multiplayer game already, with plenty of multiplayer content. The fact that players choose not to do it doesn't change the fact that there is already plenty of it there. Making more of it, or rigidly forcing it isn't going to make solo-oriented people do it. It's going to alienate that part of the player base, and many of them will leave.

     

    The developmental work that would have to be done just flat out wouldn't be worth it. Make the grouping benefit too large, and it forces grouping. Make it too small, and it might as well not even exist.

     

    I'm reminded of how crafting was in beta. Many schematics required mats from one mission skill while others in the same crafting skill required mats from another mission skill. It was a sound idea on paper, but it was a big pita in practice. It tried to force reliance on other players, and it, obviously, didn't work and was changed.

     

    The point is, you need to encourage people to get together without forcing them to. It's a fine line. Now, I will agree that the game needs work in the area of facilitating group play, but that's not the same thing as encouraging it. It's already encouraged, it's just a pita.

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