Tuesday, May 27, 2014

1000 Total Levels In Marvel Heroes

I hit a milestone in Marvel Heroes over the long weekend, gaining my 1000th combined level. 

The levels are split between 26 different heroes, some of whom are relatively low level, in particular characters who are awaiting their post-launch reworks.  Overall it's 10 characters at level 60, 5 more inactive characters parked at level 50 or 52, and then a small handful of characters I actually consider active.  There are a total of 2040 levels in game amongst the 34 released heroes, with a new 60-level hero added every month, so I'm not even half way to the total cap (especially since the higher levels go slower than the low levels do). 

One odd bit of irony here is that I almost prefer to play when there is NOT an weekly event experience boost in effect.  I have so many different ways to increase my exp gain that I don't have trouble getting my levels and I do sometimes have trouble not outleveling content.  My "baseline" is over 150%, as I'm running at 123% synergy bonus plus 10% for Cyclops and 25% for an experience boon (which will run out in just over five days of /played time outside of hubs due to boon parties).  On top of that, I have the following consumables:
  • 16 of the common 50% exp boosts (32 hours total, I would "store" these by consuming all of them - which I've done with the 50% rare item find boosts - except that sometimes I want it to expire).  The overwhelming majority of these come from quest rewards - three per character. 
  • Triple iridium 50% boosts (6 of these for a total of 12 hours, and these are comparatively more valuable because they stack with the regular boosts.  Mine came from the most recent fortune cards)
  • 100% rush bars (available in exp only - reasonably common and I have 9 of these - or triple iridium, where I have a whopping 14 due to the recent cards and promo codes, i.e. 23 hours of 100% bonus)
All told, I can get above 350% bonus exp with a couple of mouse clicks and stay at that level for at least twelve hours /played before stuff starts falling off, and all of that is multiplicative with any server bonuses.   Thus the reduced enthusiasm for server exp events.  Then again, it does seem like the events are so frequent and so impactful that it's almost anticlimactic to play when there is NOT an event available. 

So that's where I am going into the game's touted 1st birthday.  I'd say expectations - speculation runs anywhere from free G's for the cash shop to a surprise hero - are unrealistically high, but they have done a pretty impressive job with past events.  Guess we'll know in a bit over a week. 

Sunday, May 18, 2014

Auction Errors and Cash Currency

If you've used player auction houses in an MMO, chances are you have experienced significant pricing errors from both sides of the equation - as the player who screwed up and listed an item for a fraction of its value, and as the person fortunate enough to grab a major windfall as a result.  As interactions between cash shops and tradeable currency/items increase, the stakes feel somewhat higher.  

I snagged an item I've been camping on Neverwinter's auction house that typically sells for around $30 worth of Astral Diamonds for a mere $1 worth of AD.  This was almost certainly a pricing error on the part of the seller - opening the lock boxes that the item drops from requires a key that costs $1.50 worth of AD so it's pretty unlikely that anyone would sell any of the good prizes for less than the cost of a single key.    

I haven't equipped the thing yet.  I've done nothing wrong here, and I probably wouldn't think twice about it if it were just in-game gold - as I said, everyone makes these mistakes, you live and you learn.  The thing that bugs me is that this currency is so close to effectively real money.  It's possible that $20 worth of diamonds really matters to the person who made the error, because they don't have much money to spend on games.  Back in the subscription days, everyone could be assumed to have the $15/month price of admission on hand, and capitalizing on someone's mistake for gold was not going to take away something that they paid money for. 


Should the mechanics of auction houses be different when there's sort-of money at stake?  Or is it best to let people learn from their hard knocks? 

Thursday, May 15, 2014

Neverwinter: When are Stats Cosmetic?

My Neverwinter character has advanced steadily through level 31, halfway to the game's level cap.  If you're looking for a decent single player experience with little (though probably not zero) money down, the game seems to fit the bill.  If you play MMO's because you are seeking to fill every gear slot on your character with a reasonable quality item, you're in for an expensive and frustrating haul.  The question I can't quite answer yet is to what extent your stats matter.

The Gameplay
According to the game's map, I've seen fewer than half of the zones, though some of these areas may be dungeons and/or level 60 endgame areas.  The game plays roughly like other recent MMO's, with click-to-attack, a requirement to play in mouse-look mode (which is clunky when it comes to actually using anything on the UI), and lots of dodge-rolling in response to red danger zones on the ground. 

One innovation on this point is that you are not actually required to get OUT of the red area - as long as you perform a dodge roll, the game will treat you as having dodged that attack, so you can get back to killing and don't need to worry about failing to travel far enough for whatever reason.  (I guess this is technically consistent with Dungeons and Dragons rules, where making a saving throw against something does not necessarily physically move the character out of the way?)  I don't generally play rogue type characters, but with all the rolling around that you have to do regardless and less penalty than normal for being caught in melee range, an agile character just feels right in this particular game.

Mechanics aside, it's a reasonably high production value game with about the requisite quests, some voice acting and cut-scenes, and basic MMO features.  I haven't had trouble soloing on the rogue with a healing NPC companion - more on this in a minute - and thus far I haven't hit major roadblocks.  Things could go downhill but overall it seems like the game is not out to stop me from getting to the level cap.

Filling the gearslots
I happened to have some Astral Diamonds I didn't have to pay for courtesy of some promotional codes, but if I had not I probably would not have spent money on the game to this point.  I don't know where the cutoff is, but I expect that trying to get all the way to level cap without paying would be less pleasant.  Even at this early level, pretty much everything can be upgraded to somehow boost your stats. The cost (generally in real money) of gear, item quality, etc, could be a major issue for someone approaching the game with an MMO min-max mindset.  A few examples:
  • Almost all equipment has slots for enhancements.  Refining enhancements (done by feeding them other unwanted enhancements and then using a consumable item that is not readily available without diamonds) is costly, and it's not clear that it's worthwhile; I'm finding rank 3-4 enhancements in loot now, so spending diamonds to upgrade my rank 1's would not have been a good plan.
  • Players can equip one artifact for stats and a special effect (like trinkets in other games), and two additional artifacts at max level for stats only.  Costly upgrades are required to increase these in quality from green to blue and blue to purple.  (There is also a purely cosmetic and even more costly upgrade to level 100 that does not appear to grant any additional stats, only change the tooltip to legendary orange status.)  
  • Each character can have one active NPC companion and 2-4 additional companions (the slots unlock with levels 30 and 60) for passive stat bonuses.  In addition to costs to obtain the companions, these guys also have quality tiers that affect both the companion's rank cap and their passive bonuses. 
My top priority with my Diamonds was to obtain a healer NPC.  Neverwinter characters don't have significant passive healing or food to heal up between combat, so either your character or your active companion just about has to be some kind of Cleric if you intend to solo.   You receive a white quality Cleric for free at level 16, but this character is capped at rank 15 out of 30 due to its low quality; by most accounts, soloing at high levels will be unpleasant. 

I don't know if you absolutely need to go all the way to Purple quality and rank 30 (though each companion has a third special ability that requires this rank), but paradoxically the cost of upgrading that companion was actually significantly higher (300K for white to green, 500K for green to blue, and 750K for blue to purple) than just buying a purple healer from a past promotion (about 600K) and not having to worry about the problem.  This solution costs around $12 depending on the current exchange rate, and I'd consider it a near must have. 

If I was paying out of pocket, I'm not sure what, if anything, I would buy.  Since I didn't pay for my diamonds, I did spend a chunk on an upgraded mount, which moves twice as fast and can take significant more hits, in exchange for looking like a steampunk scorpion-mech.  I spent my remaining diamonds on additional companions who offer passive bonuses I wanted to slot on my character for adventuring, while also providing a party of four companions to play the Sword Coast Adventures minigame on the web portal. 

There are fees for storage, though I haven't had issues here.  There are fees for respecing, but I either didn't screw up my build that badly or else haven't done anything hard enough for it to matter.  The real place where the cost will be problematic would be if the game gets to the point where it's hard to scrape together enough DPS with non-upgraded gear.  Of course, I don't care about PVP or even dungeons, so it's easier for me to shrug this side of the game off.  If you play MMO's to acquire gear, this system - bearing in mind that acquiring the currency naturally is not especially convenient to create demand for currency resales, could be a deal-breaker.

A side effect to grabbing the cheapest purple quality healer and mount I could find is having a giant scorpion mech for a mount and a Lamia with a sword-harp for a companion.  This tasteful stuff doesn't exactly fit the lore as far as I was aware, but at least it's not costing me anything out of pocket.

Monday, May 5, 2014

Currency Re-selling in Neverwinter

A double exp weekend finally got me to try out Neverwinter a year into its run - I played a few hours in beta, had no particular problem with the game, and just didn't get back to it until now.  I was a bit surprised to find that the business model appears to emphasize currency resale on a scale I would have associated more with an underwhelming Neal Stephenson book.  By making the game's primary currency extremely inconvenient to farm, Cryptic has somehow carved out a niche where it puts non-payers to work farming currency to sell to people in exchange for cash store currency (which they pay Cryptic for in real money).  

The Economies of Neverwinter
Neverwinter's primary currency is tied into the game's business model in a way that isn't possible for games that had to retrofit a payment model revamp post launch.  If you were to take WoW non-subscription today, you'd have years of player experience that gold is the currency for all player and many non-player transactions, and you'd have a massive inventory of gold already in the economy to deal with.  Instead, Neverwinter started with a clean slate.  Some context on the various economies:
  • There is gold in the game, looted from mobs and used to pay NPC's for some things (primarily common consumables), but notably is NOT the currency for the auction house.  
  • There is a cash store, with a currency called Zen (common name for all Perfect World games, though the actual funds cannot be transferred).  This contains all the usual stuff - bags, mounts, outfits, etc.  There are some places where the game mentions that you can buy stuff with Zen, but it's nowhere near as common as many other titles.   
  • There are the obligatory tokens used to barter for gear.  These at least go into a currency tab as far as I can tell. 
  • The game includes the ubiquitous obnoxious item gambling lock boxes, which you have to manually destroy out of your inventory because they are the only item in the game that is automatically picked up upon walk-over (like gold).  Like many other titles where these have a bad name, there is zero transparency about drop rates and a server wide spam message claiming that someone has won the top prizes, though I see many less of these than I do in other games. 
  • The game does NOT include an optional subscription, charges for content, etc. 
All of which brings us to Astral Diamonds. 

Using and Trading Diamonds
Diamonds are the currency for the auction house, and the majority things that you would expect to pay for in an MMO, including consumable components of crafting, tier upgrades for gear/mounts/companions, along with some free-to-play additions like instantly refreshing cooldowns in most mini-game systems. 

The primary source of diamonds are a variety of daily quests or other objectives.  The currency is routinely looted in quantities of a few hundred or maybe a thousand, is routinely spent in the hundreds of thousands or even millions on the auction house, and can't really be farmed short of planning your entire life around logging in every hour to take advantage of every last event and cooldown that offers diamonds as a reward (which still has a hard cap of 24,000 diamonds per day).  The only quick way to obtain more diamonds is to pay other players. 

In addition to the auction house, where players can trade items (including many cash store items, as long as they aren't account-wide), there is a separate currency exchange used to swap between the Zen - which you can purchase from Perfect World at any time - and Astral Diamonds, which are farmed by players.  The exchange rate floats based on supply and demand.  The upshot is:
  • Completely free players (and I suppose anyone willing and able to play the AH for profit) can eventually acquire enough Zen to buy any item they desire from the cash shop
  • Because people who are actually paying are such a minority, the supply of diamonds for sale is constantly increasing and thus the amount of diamonds a player can expect to get if they are willing to buy and resell some Zen are perpetually increasing
  • $20 worth of diamonds almost always gets you more stuff and more interesting stuff than the $20 worth of Zen; also, the NPC prices aren't subject to inflation
It's an odd setup, but apparently players are more willing to tolerate this approach than having Cryptic cut out the middle man and sell the diamonds outright.  There's a niche for the clever, a way to monetize players who are never paying a cent of their own money, and a way for the player who does not want to be bothered to solve the problem with their wallet.  Clearly it's working for Cryptic well enough for the game to stay up and running.  Whether this approach can fly in the long run with inflation is another matter. 


Saturday, April 26, 2014

The Give and Take of Marvel Heroes Promotions

Marvel Heroes is throwing the biggest "10 month" celebration I'm aware of in an MMO, continuing an impressive trend of high value give-aways and live events.  They're also running yet another presale promotion in a way that leaves me less than thrilled with their marketing practices. 

The Freebies
If you are currently or have ever played Marvel Heroes, you want to go to the account profile tab on the game's website and enter the following promotional codes ASAP:
  • RNDMHRO - Provides a token that either unlocks a random playable character (retail cost: $4.50/$9.00/$13.50) or upgrades the random character's ultimate power if you already own them.  These are also handed out this weekend with the purchase of a hero (standalone only, not bundled) in the game's cash store for the above prices.  Your odds get worse as you own more heroes, but it's a heck of a freebie.   
  • RNDMCSTM - Provides a free random costume (retail cost: $4.50-$19.50) for a random character.  If it's a dupe you can apply a different set of stat affixes to it, or grind for an item used to re-roll three unwanted costumes for a random costume. These are also handed out this weekend with the purchase of any costume in the cash shop.  
  • PEWPEWPEW, VENGEANCE, FASTBALL, NOTASKRULL, REDWHITEBLUE: Free one-hour Iridium Triple Rush bars.  Gives 100% rare find, special find, and exp for 1 hour (additionals can be stacked for severe diminishing returns, or you can wait for the first to expire which is generally better).
  • InfiniteRetconWeek - Grants one free retcon device for respeccing your character.  It's described as infinite because Retcons are not consumed on use for the next week to allow people to respec after a large number of balance changes in this week's patch.
  • SPRCNDY2, possible also SPRCNDY (last week's code, but it may still work if you haven't used it) - Grants an easter consumable that grants +70% to various things for 70 minutes, not sure how these stack with other consumables.
In addition to all of these things, logging in every day this week results in a flood of event items good for vendor exp, fortune cards, eternity splinters, and other consumables.  If you are reading this on Saturday, log in ASAP, as today's gift includes an easter basket with at least one free unique item and generally at least two cosmics for your current hero, a four hour pentaboost, a level 60 cosmic medallion, and the Cowbell runeword if you missed it last month. 

My odds of getting a new hero were slim due to how much of the roster I currently own, but I lucked out and got Punisher - not a priority obviously or I would have him by now, but a heck of a freebie.  Also got the grey Black Widow costume (costs $7.50), which is low on my list, but there are very few costumes I actually want so this was pretty much guaranteed to be fodder for the random re-roll anyway. 

With this much stuff to celebrate 10 months, what are they planning for one year? 

The new bundle
The team has also kicked off a new pre-order bundle for the new team-up hero feature.  I have mixed feelings.
  • A marketing email announcing the pack was factually inaccurate.  The bundle claimed to be at least 50% off of retail price at its $40 price tag, but it also claimed that you are buying eight team-ups and getting a ninth team-up and an enhanced costume for free.  Both statements cannot be true at the same time - the highest price for eight team-ups is under $60, so you can't get to the $80 MSRP without including the "free" bonuses.  The websites have since picked one or the other.   
  • I pre-ordered the year's worth of heroes in December knowing that Team-ups were coming and would be available for the in-game Eternity Splinter currency (which I would not be spending on the heroes I just paid for).  Then the feature arrived, and it turns out that they cost twice as many Splinters as comparably priced playable heroes would, which means that you're wasting a huge amount of splinters unless you're never going to pay cash for another playable hero.  So I bought the cash store currency, G's, at a sale a bit over a week ago.  They don't accept G's for pre-order bundles, so now I either buy the new bundle on top of the money I already gave them for the G's or else spend nearly $40 worth of G's for half of the team-ups in this bundle.  Fooled me fair and square, but do you really want a customer who has spent $250 in a year to feel like you tricked them?
  • The hero pre-order bundle came with a bunch of extras, such as costumes and character-specific storage for all thirteen included characters, so it felt like a choice to pay more and get a lot more stuff.  Because Team-ups don't come with any extras, this feels like the choice is to pay the money now or pay the same amount later and get way less stuff. 
  • (Aside: Team-ups are supposedly priced in three tiers, but there are no options available or announced in the "basic" cheap tier.  They've confirmed that the bundle heroes will be at least middle or top tier to ensure the value for your bundle purchase, so we're looking at maybe two of the cheaper characters out of the first 20 or so that will be released.  This makes it feel like the bottom tier exists primarily as a stepping stone to have two pricing tiers above it.)  
I will say two positive things about the promotion - they have chosen characters that I would be happy to add to my roster (if all but 1-2 were terrible, skipping the bundle would be an easy call), and part of the reason why prices are such a high portion of the price of playable characters (who are much more work to produce) is that they are taking the time to do good quality VFX and voice work for them.  If you actually like the character, you get a good version of that character in a situation where they could probably dump out the cheap versions for much less work and still sell them.

At the end of the day, blog and forum posts are fine for posting discussion like this, but you can only buy or not buy the stuff that's out there.  From a rational perspective, withholding my $40 now isn't going to change the business model, I'll end up paying almost as much later for less stuff, so there isn't much to do but suck it up and save the G's I paid for to purchase future releases that are not part of bundles.  It's just always a bit unfortunate to be in a position where you view a $40 purchase as something you should suck up, even if they are giving out a bunch of unrelated free stuff elsewhere.  

Tuesday, April 15, 2014

Content Reuse and Horizontal Progression

A thread on the Marvel Heroes forums over the weekend discusses how the game's priority has been to add new stuff to sell - playable heroes, costumes, and now new NPC "team-up" mercenary-like heroes - rather than new zones.  That part is obvious enough - you are what you sell, and Marvel Heroes is not in the business of selling new zones, nor could they make reasonable revenue doing so given how long content lasts in an ARPG.  The part of the discussion that I find more interesting is what they have done instead.

Since launch, the game has added a wide variety of new item slots or game systems that increase character power and are NOT tied to specific new zones.  Whether it's synergies for leveling additional characters through existing zones, runes and enchantments as world drops for farming existing zones, the new team-up characters to accompany you through the existing zones, almost nothing on offer requires a specific type of content (some of the rarest artifacts and rings are the exception). 

I'm not sure what to call this steady inflation to character power.  It's arguably not vertical progression since characters levels are staying the same and you aren't replacing one system with the next (i.e. you don't stop using synergies because you've gotten runes and those are better).  It's also arguably not horizontal progression in that the relative level of character power compared to the content - mobs have stayed at roughly the same stats and thus gotten progressively easier - is skyrocketing in a way that I find concerning.  Will players in 2017 zone into the newbie area, click their basic attack, and one-shot Dr. Doom from eight story chapters away?

There are many differences between an online ARPG like Marvel Heroes and a traditional MMO, but in some ways I wonder if this is the logical evolution of the theme park non-subscription model.  Don't be in the unsustainable business of trying to sell content - see version 1.0 of SWTOR.  Give away the content (roughly the equivalent of a single player console game) and make your money selling stuff to do in that environment.    Focus on replayability, accept that your most dedicated players will burn out and/or trivialize the game, but hopefully return after a break. 

Not saying this is better or worse, just different. 


Sunday, April 6, 2014

Movie Pricing Perspective

We were not able to get out to see the new Captain America movie this weekend due to the logistics of babysitting.  This got me thinking of perspective in costs. 

Two tickets were going to cost us roughly $30, and probably a similar amount or more for babysitting.  We don't go out to theaters the majority of the time because we'd rather stream stuff to our couch and have the option to take breaks etc - this typically costs between $4 and $20 per film depending on what streaming options are available.  So you're talking about a wide range - as low as $4 and as high as $60 or so - for a two hour movie. 

By contrast, Marvel Heroes had a variety of bundles for Captain America and Black Widow (who also appears in the film).  Some of these don't make a ton of sense to me as someone who pays attention to the business model, which may just mean I'm not the target audience (e.g. if you love Captain America enough to be willing to pay $50 for all of his costumes, wouldn't you likely already own the hero and at least some of said costumes?).  Setting aside whether the bundles are a good deal, the one that would make the most sense - if you want and don't own the heroes and at least two of the three added costumes - runs for about $28.50. 

I don't like direct comparisons between online games and other forms of media, such as movies, because they are inherently not apples to apples.  Amongst other things, I would not spend the money required to go to the movies every night, and it's actually very rare to find a film where both my wife and I are willing to deal with the time and expense to see it in theaters.  The models are also completely different, in that Marvel studios is releasing two films per year and thus typically has only those two opportunities to get money from me, where Gazillion has a new sale every week.  

I wouldn't even make the comparison except that I am spending the majority of my gaming time in a licensed MMO that's running cross promotion with the films.  It's just interesting to be reminded periodically - costs of going to the movies are steadily rising and that industry is fighting tooth and nail against making it more convenient to pay for their product, while MMO costs are flat or falling and entry barriers have been reduced to near nothing.