CoX – Merging servers?

There’s a vocal set of CoX community members that continue to push for consolidation of some of the CoX servers. Enrollment has been in slow decline, and on some servers there’s a sense that tumbleweeds tumbling down the roads of Paragon and the Mercy Islands might be a believable graphic to see,

Unfortunately, the threads — even where they get Dev response — seem to disappear from the servers. I get an RSS feed, so I get those Dev comments, but more than once when I’ve clicked through the thread has been deleted.

So, for example, last week there was this thread about the CoX subscription numbers. The block in italics are from Back Alley Brawler (who’s in charge of Animation and Visual Effects, so it’s not precisely his cuppa):

So, it’s the lowest we’ve been since ’04’s 4Q. Disappointing.

 

It’s the same pattern every MMO follows. Rapid ascent, peak, steady decline. There are of course exceptions, like WoW.

We’re actually a lot steadier than most MMOs would be at this point in their life cycle. So this is actually better than normal.

 

Actually, there are a number of MMOs that don’t follow that ‘typical’ pattern. Asides from WoW, there are games like Dofus, EVE Online, Tibia, Second Life, and Runescape. Those may be more a-typical, but it at least provides precedent that it is possible for an MMO to continue to grow its user base long past their launch date.

We’re very optimistic about being able to do the same with CoH/CoV and there are some interesting plans that you guys will be hearing more about soon.

 

Thread was deleted by the time I got to it.

That was followed up over the weekend by a discussion on server consolidation. Some folks have been pushing for the lower-population servers to be merged together (dealing with the name contention in some fashion) so as to increase the pool of folks to play with in any given instance.

Again, the quote below in italics is from BAB:

Looking at the numbers listed here, we see that the highest concurrent users online during the last quarter was 16,311. Now, figure this was during a 2xp weekend. Be conservative and figure that at regular times, we only get about 80% of that, that’s only about 900 per server…except that all servers aren’t equal. If you account for Freedom and Virtue having many more players than the rest, you can figure that, during peak times, there are only 700 people per server for the rest, and remember that’s lowballing the amount of people that come for 2XP.

Now split those numbers between heroes and villains…say 70/30 and then divide them amongst level ranges and zones. Even if they were divided as evenly as possible, you can see that the potential number of grouping partners is very low, even when you factor in the ability to sidekick up.

The fact is, that even some of the middle population servers need merged and the lower ones definitely do.

Place all rants about how I’m full of [censored] and how you luvz your low population server and how you can find groups just by rolling out of bed in the morning and even when you’re not logged on below.

 

That number is actually not exactly accurate. The highest concurrent users reported there is only from the last month of the quarter…which in this case did not include the double XP weekend. 

Some folks are very reluctant to do the server merge thing because, I think, it smacks of failure. “We’re shrinking — we’re dooooomed!” Failure to act, though, degrades gameplay, which in turn reduces subscriptions.

I have alts across all servers — but, quite honestly, I’ve been avoiding some simply because the characters I have there aren’t soloists, and I simply cannot find anyone to team with except in rare occasions. Whereas in other servers (Freedom and Virtue), I have to beat them off with a stick if I send a LFT broadcast. Which is nice for Lady Zebra, not so much for Miss Crackle. 

If I were creating any new alts right now, I’d definitely be doing so on those servers. If server migrations were free, I’d be shifting to them (and I think we’d see a further falling out of some servers). 

There’s been regular talk about a “super server” or “server-less” type of arrangement — essentially server consolidation in name, if not in hardware. Is that in the offing?

We’ll see what “interesting plans” BAB is discussing in the hopefully-not-too-distant future.

CoX: I12 Open Beta

Coming soon.

As we announced previously on the 4 Year Anniversary Calendar we will be launching the Open Beta of Issue 12: Midnight Hour on Tuesday, May 6th. As for timing, we are currently planning to start the open beta at 12 Noon Pacific (3 PM Eastern).

I don’t expect I’ll be doing it (don’t want to load a Test download on my machine), but I’m jazzed that the actual release is getting closer.

CoX: User-made content?

As Arty points out in the previous comments, Positron also mentioned the following in his 4th Anniversary Message (bolding ine):

I can’t tell you how excited I am for our game’s future, and although we have some major announcements yet to be made, one of the things I can talk about is a feature that we are planning. Similar in concept to our character creator, it allows you, the players, to create missions and story arcs for your characters and others to participate in. You’ll be able to pick the map, villain group, and objectives, as well as write the dialog and any clues needed for the missions. When you are satisfied with it, you can upload it and have other players across all servers play it and rate it. Fame will come to the players whose stories rate the best overall. It is features like these that we never dreamed of including when we first shipped, but are excited to be able to offer players very soon.

 

Wow. That’s … pretty cool.

I’ll be curious to see what level of editorial control they exercise (or can exercise). It might also point out, depending on the features available, how “cookie cutter” some of the CoX missions are. On the other hand it could be damn fun to play — or write one myself.

Hmmm. 

CoX: Happy Gaming

No distinctive details, just ended up on a faboo PUG last night with Lady Zebra — one of those times which justifies and makes up for all the crappy PUGs one gets on. There was glorious battle against impossible odds, there was witty dialog and role-playing, there was a balanced team that worked together and a leader who got things done … it was all very nice, and dinged LZ up twice, to 26, and I stayed up way too late.

Good times.

CoX: Paragon Potpourri

1. The guide I found on Dual Blades / Willpower Scrapper is here.

2. I’ve found a different character builder: Mid’s Hero Designer. Not wildly different from the other ones I’ve used — but at least it’s up to date, and can support DB and WP. Alas, no import facility from other builder programs.

3. Interesting trivia from Posi on CoX’s 4th Anniversary:

Since City of Heroes launched:

  • More than 32 million characters created – that’s 4 times the population of New York City!
  • Players have spent a combined 292 centuries playing City of Heroes and City of Villains
  • More than 100 million items have been traded through the consignment (auction) houses since they were launched in 2007

 

Additional items of interest include:

Most Popular Origins
Mutant (25%)
Magic (24%)
Natural (21%)

Most Popular Archetypes
Hero: Blaster
Villain: Mastermind

Most Popular Travel Powers
Fly (34%)
Super Jump (30%)

Most Traded Item (via Consignment House)
Base Salvage: Alien Tech Salvage

Most Wealthy Archetypes
Heroes: Scrappers
Villains: Brutes

 

CoX: Three-Star Dave’s Simplistic Guide to Making Easy Money …. er, Influence

So I resisted the whole Auction House thing for a long time as a horrible time sink, coupled with general irk at the high prices of all the funkadelic invention sets.

Well, some gentle guidance from Margie, plus a few useful guides, has got me doing at least some of this. I still don’t like going through elaborate IO set planning and purchasing (pricing remains irksome, and the whole mix-and-match ingredients and influence and recipes and geographic hopping about and the crappy interface make it tiresome). But I am spending some chunks of time with characters at the Auction Houses dealing with all the salvage and recipes that do show up in my tray, which means I might as well make some use of the time to make some added money.

Note: This is all purely optional. As far as I can tell, you can live a long, happy, fulfilling life as a hero or villain simply selling all the salvage and recipes you get at any local store and taking the money to buy the normal TO/DO/SO stuff. But I find it weighs on my mind, though, that I might be selling something for 250 that is on the market for 12,000 (or analogous higher stakes stuff). As long as the store prices are out of whack with the auction prices, it will bug me — but it will also provide the basis for what follows.

At any rate — this is what I’m doing these days. Non-obligatory, and only as much as I want to do.

Making easy money 

The following procedure can be done by anyone with minimal time (or as much time as you want to sink into it).

Much of this is predicated on the proposition that many players are lazy. Or, rather, they have better things to do with their time than figure out the prices of what they are putting things up for bid, or to run off to a store to sell stuff there. Whic,h, if yiou look at the pricing on Invention Salvage, opens up doors for profit (if not fun):

  1. White (common) invention salvage sells for 250 at the store. You can find white invention salvage for action for 10-50. Net profit: 200 each.
  2. Yellow (uncommon) sells for 1,000 at the store. You can easily buy gobs of it for 200-500. Net profit: 500 each.
  3. Orange (uncommon) sells for 5,000 at the store. Some uncommon can often be found for 1,000-2,000. Net profit: 3,000 each.

The math is pretty simple. Buy low, sell high. The risk is zero — you don’t pay for what you don’t get. 

(Is this “farming”? It’s certainly “gaming the system” — but no more than anyone on Wall Street does it. If the Devs wanted, they could set the store price for anything as a dynamic calculation of the running average of sale prices over the last three weeks — which would then stabilize prices immediately and stop the speculation. Alternately, they could do the same thing with a 10% discount, so as to encourage a bit of trading. They don’t, so there it is.)

The “good” things to buy aren’t always the same, as the market ebbs and flows. It’s a matter of running through the Invention Salvage list, starting at the top of the color you can afford to buy in lots of 10, and seeing where the current bargains seem to be In general, the bargains will be better for tech salvage than arcane, and for stuff toward the top of each list rather than stuff at the bottom (though see below).

Once you buy something cheap, pick it up and zip over to the closest store to sell it dear. Ch-ching. Return to the auction house, rinse, repeat for as long as you have time or interest. Pick up some pocket change, or grind out a small fortune. The decision is yours.

In some cases, you’ll start immediately seeing purchases being made In other cases, they may be slower. But sale prices are like a bell curve — almost any price will eventually come back around again. If you can, be patient — come back to it tomorrow. If you run a lot of alts, this works great, as it may be a few days (or more) before you come back. Things will eventually be buyable at that price, unless it’s utterly absurd.

Which brings up another lesson, if you’re following this advice: leave your money working for you. Having 50,000 influence burning a hole in your pocket when you sign out isn’t doing you any good. Having that 50,000 bidding for stuff while you sleep means you’ll get something for it when you get back on.

As an aside, I have a chat window tab that just has Consignment House dialog. That lets me monitor what’s up with my bids while I’m off doing Real Hero Work.

Making the big bucks 

The above scenarios — playing low sellers against the fixed buyer (store) price — is perfectly safe and easy. But the big money (which you’ll eventually want and need) comes with speculation — buying low and hopefully selling high(er), which does have risks (and is a bit less easy). There’s two ways of doing this:

  1. Look for Invention Salvage that has an array of prices in the history, low and high. Bid for some at the low price, then sell it at the higher. You’ll take a bit of a hit from the Consignment House’s fee (i.e., it takes money to make money, The risk is that the market will change, and what you just bought for 10,001 is all of a sudden selling for 6,000. Plus, if you pull stuff off the market and set it at a lower price, you have to pay the CH fee again. That said, there’s a big possibility for big money here — some Invention Salvage goes for millions — which means making a few percent can mean a substantial profit.
  2. Make a lowball bid. Something selling pretty regularly for 25,000? Put in a bid for 15,001. There might be some lower offerings out there (see “people are lazy” above), or there might be again soon. It’s like Christmas in April when this sort of thing comes through. You can go even lower, but remember you’re out on the fringes of the bell curve the lower you go. Then, once bought, sell it for the “normal” price you’ve been seeing. Same risks apply as above — and realize that once someone (yoiu) have bought something for 15,001, following bidders will come in at that level for a while, which makes selling it for 25,000 a scosh tougher. Assuming that price wasn’t an anomoly, however (sometimes a big assumption), the price should eventually go back up.

Both of the above apply to anything for sale — not just salvage, but recipes, crafted enhancements, normal enhancements, etc. It also holds true both for playing the market and just plain ol’ buying stuff that you want — if you have the time to wait on a lowball bid for that one ingredient you need for that recipe you reeeeaaly want to build.

One thing to consider if you get a great bargain price on something (or have it drop on you for free during a mission) — you might want to sock it away into the Vault, so that you have it on hand for some future invention you want to build. On the plus side, a future effort might be quicker, easier, and much cheaper. On the down side, you’ve now locked that “money” away where it isn’t doing anything for you. It’s also one more thing to remember and place to visit (“Wait, do I have one of those in the Vault?”).

A note on pricing: When buying, always add a little to the current asking price. If things are selling for 200, bid 201. You’ll win the bidding sooner, for a trivial incremental cost. If things are selling for 20,000, sell it for 19,999 — yours will be the cheaper price, and so be bought sooner. You can also do some other incremental price increases, if you’re relatively flush — 211 instead of 200, or 18,999 instead of 20,000. The opportunity cost of time makes it worthwhile.

As another aside — check out the “Buying/Selling” numbers. High buyers vs low sellers (a seller’s market)  makes it less likely a lowball bid is going to work. Low buyers vs high sellers is a much better situation. Conversely, low buyers vs high sellers also makes it more difficult to auction off something for a high(er) price.

Which raises an interesting issue. In theory, you could also make money by offering up stuff for higher than the current asking price. And sometimes that works — Captain Money-Pants is filthy rich and really wants that Human Blood Sample and so bids 5,000 for its so that he doesn’t have to wait. (Sometimes it works when people key in an extra zero, too.) But, in general, people will tend to bid around current asking prices. Conversely, sellers, unless they have lots of time or are speculating themselves, tend to set a low price, too, since they want it to move. It’s easier to buy cheap and sell at the going rate than to buy at the going rate and sell expensive. I’m all about the easy.

Places 

If all you are doing is buying and selling stuff on the market, all you need is a Consignment House and a nearby store (or known contact). Atlas isn’t bad as you’re running back and forth between the Hollows and Kings Row, and Kings Row is much better now that (huzzah!) there are vendors up on the plaza by Blue Shield. Steel Canyon and Talos are both excellent for this sort of thing, as they have both contacts next to the Consignment House and they have easily reachable stores (esp. with travel powers). Similarly, the Black Market in Sharkhead and Cap Au Diable both have available vendors to turn around those cheap purchases.

If you’re doing actual inventing in this cycle, things get a little more annoying, unless you have a base with workbenches for crafting. Steel Canyon remains excellent (as the University is across the street from the Consignment House, albeit over a cliff). The Black Market in Cap Au has a University nearby (albeit with some danger to get to and from at lower levels); the lack of public education in the Rogue Islands, though, takes its toll here. Talos is more problematic, though it has a base portal nearby and a train station to Founders which — if you can fly high — isn’t too bad to get to the Uni (you can also fly back to Steel’s campus, but that’s annoying).

Summing up 

I spend more time doing this sort of thing than I used to — and it’s easy for it to become an end on its own (“I have X money now — but if I reinvest it, then tomorrow I’ll have Y money –” and meanwhile our enhancements turn yellow and red with neglect). The most important things to remember about the whole auctioning and crafting thing:

  1. You don’t have to do it.
  2. You don’t have to do it any more than you want to.
  3. You don’t have to do it at all if you don’t want to.

But if you do want to do it — the above techniques are working pretty well for me.

CoX – Observations from the weekend

  1. Did a lot of solo play in CoX, mostly with lower-level characters I hadn’t run during the Rikti invasion period (since jogging around Paragon is sooooo passé). Didn’t play much with Margie because she was [REDACTED DUE TO NDA].
  2. There is very little in the game that matches throwing a Tesla Cage on a Tesla Knight. It made me giggle. Repeatedly. Ask Margie.
  3. Which is worse about the character “Anoying Little Demon” — that he was spamming the Broadcast channel asking for Influence, or that he misspelled the word “Annoying” in his name?

CoX – Rikti madness!

Have had a lot of fun the past week or so with the renewed Rikti invasion stuff — it’s a good periodic “event” for the CoX world.

Mostly played various solos and duos in the high 10s and low 20s — folks with the mobility to get from invasion zone to invasion zone, the power mix to be of use, but low enough to get some appreciable XP impact. Old Saucy Jack, Lady Zebra, Miss Crackle … we even pulled out Fazenda and Araware (hi, Storm Knights!) for a couple of nights, which was fun.

Did some invasions where things went swimmingly — which usually means huge crowds, lag time out the wazoo, lots of bad guys, but enough healers and buffers to make it all a foregone conclusion. Alternately, some of the zones where there weren’t a lot of people worked well, too — the invasion groups are smaller, but with a good PUG (or multiple PUGs) you can usually do okay.

Of course, I’ve also seen invasions go horribly wrong. There’s a sort of death spiral with the things — if enough of the team goes down, then not only do you lose the healing and buffing, but the already-established rate of bad guys coming in have fewer targets — including you — to zero in on. When you start seeing a lot of orange death names, that’s a problem. Of course, nobody’s losing XP — just opportunity loss as you jet back from the hospital (some zones are better for that than others). But as folks rush back in piecemeal, they tend to be dispatched the same way. Regroup and work in from the edges …

It can seem like it would be monotonous, but the mass craziness of the Rikti invasions can be addictive — at least for a while. Wouldn’t want to do it all the time

Thoughts on zones (just from the hero side — didn’t run any villain groups, though we ought to have done one with our MM duo):

  • Atlas/Galaxy – Too many low-levels makes this risky, as there’s rarely enough good “support” powers in the area. Plus the bombing zones tend to be a ways away from the core in Atlas.
  • Skyway – Easy to get to. Difficult to move around in for bombs, though the big park around Nimble Mynx is a good area to fight in.
  • Steel – Easy to get to. Good gather point (Positron), good post-battle stores and Wentworths, but the battle is usually a long ways from the hospital. (Hmmm — wonder if we could talk folks into gathering at the big park by the hospital sometime.)
  • Talos – Easy to get to, good gather point with nearby bombing runs, usually big crowds, close hospital, and plenty of selling opportunities. The battles here seem to last forever — not sure if that’s population dependent or not.
  • Founders – A very large zone, which disperses folks searching for bombs. No solid consensus on places for folks to gather to battle (university? Williams Square? the train station?)
  • PI – Good gather point, but leave quickly post-battle before the local bad guys respawn, unless you’re at a good level.

And that’s enough of that. The event ended last night, but I’m sure it will be back eventually. Good times.

Ding!

Elseblog, I mentioned this year’s balloting for the Eagle Awards. Not surprising that there were some good gaming webcomics in there.

Though it didn’t mention Ding! by Scott (PvP) Kurtz, which is even more game-centric (WoW in this case). Though, naturally, many of the themes cross-over to other games (at least to CoX and LotR), such as:

Good stuff.

UPDATE: Forgot to mention I was reminded about Ding! by BD.

CoX – Slotted

Another coming I12 feature — more slots per server. Kinda-sorta. Unlike the blanket change from 10 to 12 back in Issue Whatever, this one is a bit trickier.

To accommodate playing more characters on your favorite server, we will be including the following features in Issue 12:

  • All current subscribers will receive 2 free character slots, each of which can be used on the specific server of their choice. This is to help you make new characters to take advantage of the new features of Issue 12, even if you already have maxed out your “home” server’s character slots.
  •  

  • 1 free character slot will be granted retroactively on a yearly basis through the current Veteran Reward system. Every 12 months that a subscription is maintained will unlock an additional free character slot that the user can apply to the server of their choice. Thus, existing players will be eligible for up to 4 additional character slots at the launch of Issue 12. This will continue into the future for Veteran Rewards given out every 12 months, so you get another slot for 5 years, another one for 6 years, etc.
  •  

  • Additional Optional Character Slots will be available on a purchasable basis. These are one-time fees, not an addition to your monthly subscription rate. The additional slots can be had at the following price points:

    • 1 Optional Character Slot for a one-time fee of $5.99
    • 2 Optional Character Slots for a one-time fee of $9.99
    • 5 Optional Character Slots for a one-time fee of $19.99

     

  • Players can have up to 36 slots per server, with an update to the character selection screen that lets you re-organize your character list by Drag and Drop, as well as easily flip between up to three pages of characters available on that server. All customers benefit from these great new User Interface features included with the revisions for Optional Character Slots.

 

Now, if only there were a non-trivial (and free) way to organize all my active characters into a single server — heck, into a single screen to choose from. Given that I have active(ish) alts on most of the servers, it’s semi-nightmarish trying to track down a particular one.

Still, it’s a nice set of QoL features. If I were still heavy into the SG roleplay stuff, I’d definitely be building out my character slots on my old favorite server, Champion …

CoX – I12 interview

The splash-screen interview with Posi and Castle. Nice description of the EVAs, and then this little fun bit:

He’s also excited about the addition of traditional RPG branching tree dialogue, something they didn’t have in City of Heroes until this Issue and will now begin to use quite a bit. “In this issue it’s just the test bed for it, we got the tech late into the development process so we were not able to use it everywhere we wanted to,” said Miller.

This allows them to put options into conversations or theoretically do things like present players with situations like which wire to cut when diffusing a bomb. It sounds simple, but it makes their options as mission designers much greater. Miller could not – however – comment on whether they plan to go back over old content and backwards integrate this technology.

 

That should be pretty cool.

 

CoX – Wings at last

So I’ve been off CoX for a few weeks for this and that in private life. I hopped back on, ran around through various alts cashing in on all the long-shot bids and sells at the auction house that, in the long-run eventually come in (yes, I’ve become an auction house player, sigh; more on that some time).

And I thought to myself, “Y’know, now that I know how this all works better, I should sign on as Torchielle and see how tough it would be to finally get dragon wings for Torchielle.”

Brief digression: Torchielle was the daughter of a female super-hero and a male dragon, both “heroes” of Chicago. As she matured, she had both flame powers from her dad and energy melee stuff from her mom — and, eventually, the power of flight — first from Uncle Frim’s cloak (“No, it’s not cloak that Uncle Frim gave me — it’s a cloak made from Uncle Frim. Those are dragon scales, see?”), and eventually from wings …

Yes, when wings came in back in Issue Whatever, she grabbed the Demon Wings as something vaguely draconic. Fun ensued.

And then the other wingsets came in with Issue Whozits, and I was seriously torqued off because, well, there were draconic wings — like the demon ones, but larger and scalier — but they were only available if you found an ultra-rare recipe or else if you spent eleventy-zillion influence at Wentworths. Grumbling ensued.

So … flash-forward to tonight. “Hmmm. I have like 5 mil in Influence. Let’s see what I can do about the dragon wings.” I headed over to Steel and went into Wentworths and looked up the recipe and …

… huh? 

… wha–? 

Wing recipes are the Tulipmania bubble of today. Whereas once they were all selling in the millions, now draconic wing recipes were selling for 20K or so. Part of that was increasing the supply. Part was the marketplace just eventually getting saturated. Only so many heroes want wings.

So for about 100K in recipes, supplies, and effort, I ended up with the recipe.

And now Torchielle has her wings. Huzzah!

CoX: Closed beta for I12 coming up

Quoth Lighthouse:

Starting next week we will be entering the closed beta testing for Issue 12: Midnight Hour. We want to give you this advance notice, because the Training Room Test Servers will become unavailable for the duration of the closed beta. We anticipate that the closed beta phase will last for several weeks. We know that many are excited to participate in the beta testing of Issue 12; however the initial pool of closed testers is considerably smaller than previous closed betas. We are starting the beta with NCNC Friends & Family and NCsoft Employees and we will be adding additional testers as the beta test progresses and as the needs of development dictate.

 

CoX: Advertising

Ads are coming to the CoX universe.

NCSoft’s deal with Double Fusion would replace the fake billboards that dot the scenery of Paragon City and the Rogue Isles with genuine, revenue-generating advertisements. The ads should go live some time this summer, but Clayton stresses that it’s up to the player whether or not the ads are visible.
 

“I want to make it very clear that we are not ‘forcing’ in-game ads upon our players. Thus, the word ‘optional’ is of key importance. None of our players have to change their game experience in any way if that’s what they prefer. All that you need to do is opt-out via the Options menu in the game,” he wrote in a post on the City of Heroes web site.

 

Seems fine to me. And CoX (vs WOW or LoTRO or other fantasy/sf games) is perfect for such a thing. Thoiugh I’m not sure who’s going to want to advertise over in the Rogue Isles.

So why would anyone want to show the ads (stay opted in)? Because NCSoft will only get revenue when they are opted in, and the proceeds to go CoX development. Again, nothing wrong with that.

I have no problem with this.