Charwoman Gene
Adventurer
Yeah, Yearly SRD updates with the new core. 

I never claimed that one or the other statement must be false. What I did say that the two statements, taken together, point towards more regular SRD updates for 4E than there ever were for 3.X - at least one more PHB, and quite possibly all PHBs, DMGs, and MMs (with assorted material reserved by Wizards).Tharkun said:There's no reason why both statements can't be true.
And WoW breaks the EQ1 mold very specifically. Instead of having more than a dozen narrowly focused classes, WoW broke that model by having fewer classes with a great deal of overlap between them.UndeadScottsman said:I said that those arch types were successful in the MMO genre; which they were (and still are). EQ was the most successful American MMO of it's day, and WoW is now the most successful subscription based MMO in the world by leaps and bounds.
Nonsense. Good design does not involve taking an existing game, knocking off the decorations, slapping new ones on it and pretending it's a new game. That's lazy design.But it's not a comic, it's a video game inspired by comics. The videogame part takes precedence.
I absolutely disagree. CoX could be much, much deeper and still be true to comic books. The designers just didn't care about anything other than "grinding," EQ1 style. (It's almost as though they didn't play any other MMORPGs, much like Brad McQuaid banned anyone on his Vanguard team from discussing WoW, with even worse results.)If it's accurate to comic books, but it not a good game, then no one will play it. (See my point about nothing but combat; That pretty much fits with the comic ideas, but IMO, provided for a game that got boring after 20 or so levels)
Many CoX players came from comic book communities -- go look at the avatars over on the ComicBookResources.com message boards -- with no background (or interest) in MMOs.Additionally, as an MMO, they need to do certain things a certain way in order to attract those people. Without a healer class; all those MMO players (i.e. the people who have proven that they're willing to shell out 15 bucks a month; i.e. the core audience) who like playing Healer classes are going to take one look at your game and decide "meh."
It goes without saying that CoX isn't worth $15/month. The market's said it -- never having to add a single server after the first week of CoH's launch is incredibly telling -- and neither of us pays for it any more. Now, if they dropped their monthly fee to $5 or so, I'd certainly give them my money.We could have a debate over the monthly fee locking MMO's into certain veins of gameplay (of which, I'd probably agree with you) but there it is.
My reasoning's not arbitrary, I just am not interested in their justifications for not modeling the superhero genre, since that's the game's sole selling point. I don't want to play "weird semi-science fiction, semi-superhero game thingy," I want to slip on some Spandex, drop-kick my neighbor over a water tower and go save the city.Also, your reasoning in arbitrary. CoX takes place in it's own universe, and maybe in that universe there's a lot more heroes with healing powers than in the Marvel or DC universes.
An MMO that regurgitates what other games did before it, whether or not it's appropriate, and without adding anything significant to the model (although /sidekick is great and inexplicably hasn't caught on with other games) is a game that stays on life support forever.Again, gameplay takes precedence, because without that, a game fails at it's primary purpose, and noone will play it. And an MMO that no one plays is an MMO that dies.