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Quote:Because if they decide to compromise on one area, might as well just scoop their brains out with a shovel and turn over the keys to the players.Sometimes I feel sorry for Zwill. He's the bearer of bad news and the guy we tend to unload on when we're told something remarkably illogical from the greater development team. Honestly, I like the guy. He does a good job and he does it with passion.
But DAMN if "headdesk" wasn't my response, too. It's a weird sci-fi weapon that could shoot bullets, lasers, fish or leprechauns. Let US decide whether it looks right for our Robotics Masterminds or Soldiers of Arachnos or what have you. There really is no argument for why the weapon makes no sense. The only argument is someone in power doesn't like how it looks.
Always I feel sorry for the developers, who are always accused of having "vision" when they do not compromise as if that were a curse, and always accused of being inconsistent when they do compromise as if that only proves they could always do it our way if they can do it once. -
Quote:Based on what I know about it, which is probably far more than I'm supposed to know, I have every reason to believe the data reasonably supported their conclusions.I'd love to see this study the devs conducted, and how they came up with statistics that suggest scrappers outperform the at's I've suggested to be superior in top end performance, especially on teams. Of course when you mention castle, the architect of the pvp revamp disaster, I don't need to see the study to know it was probably critically flawed. Perhaps they were using level 10 characters on training enhancements solo...
The devs were not "using" anything. The devs collected the performance of the players. All of them. There was no possible way to misrepresent the playerbase, because the data was the playerbase. -
Quote:In my opinion I think its extremely likely that what you are experiencing is heavily influenced by the character of the game and likely experienced to varying degrees by the majority of the playerbase.In other words, my spending at other markets is to enhance one or more existing characters while my spending in the Paragon Market is nearly always intended to enhance some character that doesn't actually exist yet. It's designed to expand my options in regards to my account as a whole rather than expand the capabilities of any particular character that currently exists on the account.
When the motivation for purchasing expansion content is viewed in this light, it makes me wonder whether this is just a personal holdover for me , behaving like a subscriber even though I am not a VIP, or if it's something that is general to some measurable part of the player base.
I think this game promotes a feeling that many players have that what they have is a "family" of characters, whereas in many other games alts are a way to find The One True Character that you will invest most of your time and energy into, because its often extremely expensive to do so.
I think the thing that best epitomizes the thought as well as points to the challenges of it arising in other games is this phrase: "let me get my controller." In this game, you can be playing your tank and decide maybe this team could use a controller more, so you decide to swap. Or you decide that on this team you'd rather level your controller than your tank. Either way, the switch is often mentally easy *and* more important mechanically easy. You just log in what you want and then teleport/gateway/portal/run/fly/jump your way back to the team. Takes almost no time and almost no effort. The game doesn't just give us slots: it lets us play whatever we want for the most part *and* lets us easily switch characters without disrupting the teams we're on.
We start seeing our characters as options to play, as different suits we can wear, as different characters we can become. We see our characters as options, and the game as options, and we tend to play mix and match. In this mission, with these team mates, what do I think they need. What would I rather play.
I think that tends to make us value gameplay options over absolute power. Power's good, but we tend to spread it around. We tend to want to have a decent blaster and mastermind and brute and dominator, not the best mastermind humanly possible to construct to the exclusion of all else.
Of course, everyone is different and some people do like to make that one powerful character, or like sticking to one or two mains, or prefer to focus their attention on one or a few things. But I think the majority of players don't, and I think that is the culture of City of Heroes players, and its a direct result of the way the game plays which is a lot different than most other MMOs. So I wouldn't be surprised if the things that sold the best were usually things that removed content locks or created new opportunities to make new alts or characters or in general created new options that could be exercised in-game. -
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Quote:Honestly, that is probably your best bet. I would personally never recommend Kheldians to relatively new players, explicitly because of the thread of Voids among other things. There are ways to mitigate them as there are to mitigate anything and everything in the game, but unless you like challenge content almost anything else will probably be a better introduction into the game than Peacebringers or Warshades. Warshades in particular eventually become monsters at high level, but you have to get there first.Jeremia_Bane and Stone Daemon, thank you both for your replies, it did clarify a lot of things.
I think Warshade just isn't my cup of tea. I just can't bother to try and fight another Quantum. I'll park the character on the last slot of the character select screen, and maybe revisit him when I've levelled some of my other characters and have more experience. -
Quote:Are you saying that when you use the word "exploitation" gambling is a normal requirement? Or are you saying that exploitation involving gambling is a completely separate category of exploitation for which the normal context of exploitation is insufficient?As the mechanics of those systems are entirely different from the Super Packs, the term "exploitation" can be employed only as loosely as some are arguing about "addiction" or "gambling".
Or are you saying that when you talk about any topic, you are the only person allowed to use analogies. -
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Quote:I think when people talk about the proactive and reactive nature of heroes and villains, they are talking about two different, and almost opposite ends of the spectrum, things. First, in terms of how they relate to each other: villains commit crimes and heroes stop them. "Proactively" stopping villains from commiting crimes is not so much heroic, as anti-heroic. The Punisher is proactive. Conversely, its rare for villains to simply wait for heroes to do something and then act to stop them. Villainy is presumed to have an agenda besides stopping the heroes, although there are exceptions.I want to take a moment to sidestep the "heroes are responders" argument by saying that I simply don't agree with it. They CAN be, much like villains CAN be mercenaries, but I tend to give my heroes motivations as complex and contrived as my villains. Build a corporation to provide security to the whole world, serve as a shining example of heroism to inspire others, protect just a single loved one, save a friend trapped in the Null Void, etc. I CAN play heroes with no motivation other than responding to threats as they appear, but I find that after one or two of those, I want something more substantial. And those usually get deleted, too. I will always remember Insane Rick.
On a different level entirely, I believe that heroism is almost always associated with a certain amount of selflessness and service: a need to serve others. So in a grander sense, superheroes are always reacting to need. Others need help, they discover that need, and they try to serve it. Villainy, on the other hand, tends to be associated with selfishness: with seeing either one's goals, agenda, or personal preferences being superior to everyone else's. Villainy tends not to react to others but to react to their own needs and desires.
An individual act may be proactive or reactive, but the motivations most associated with heroism are reacting to others in need and villainy tends to be associated with serving one's own interests. We normally describe serving ones own interests as being proactive, while serving others interests as being reactive. -
Quote:The devs have made statements in the past that are consistent with saying that Scrappers have tended to perform above average, and Defenders about average, of all the blue-side archetypes. This is inconsistent with the belief that buff/debuff consistently wins and wins big in most or all content.The fact these at's can take down GM's was stated not only to point out how they can do things scrappers and brutes flat out cannot do, but also to show how powerful buffs/debuffs, and stacking buff/debuffs, are in this game.
If you want to focus on how ats can contribute equally to rate of completion of reward granting content, NOTHING comes even close to shifting the balance of how fast and easily something can be completed in this game as a good buffer/debuffer does, and with stacking buffs and debuffs, even more so.
Have a race to complete say the RSF, one team gets 3 scrappers, the other team gets 3 buff/debuffers, and the scrapper team will lose by a mile, if they could even complete it. And that would be true with just about any content in this game.
Defenders buffing Scrappers cannot help Scrapper performance relative to Defenders, because they are generally on the same team and there is no reason to believe that Defenders were sidekicking Scrappers more often than the reverse, which would be the only reasonable explanation for how buffing could skew the performance in the wrong way.
The only other possibility is that buff/debuff Defenders had horrible solo performance which dragged their average performance down relative to the high performance they got when teamed. But that's also impossible because then they would have low solo performance, and according to Castle *only* Blasters had consistently significantly below average performance in any regime of play, solo, small team, or full team.
The only option that is reasonable is that the edge in buffing and debuffing in increasing the Defender average upward was either low or nonexistent relative to the huge advantage Scrappers probably had when solo. The buff/debuff advantage could not be extremely high unless Defenders teamed very infrequently, which seems highly unlikely. -
Quote:It used to exploit people who liked to dress up non-existent dolls in non-existent clothes and charge them rent to play with them. Still does now. Is this a better form of exploitation?
By the devs own admission they knew this game was addictive in the literal sense: they were specifically proud of this game's addictive nature, also referred to as its subscriber retention ratio. Long before City of Heroes Freedom launched, the devs knew that anything they could do to keep a player engaged for a year radically increased the odds they would then keep that player indefinitely. And "free" costumes, power customization, even the nature of replayability are all designed to keep people playing until they cross the threshold of making a critical emotional investment in the game. Many never do, but the game is designed to keep the ones that do.
It is this very theory of addictability that runs *counter* to most free to play games, which are predicated on the presumption that they will not retain players for long, so the goal is to convert as many of them into temporary paying customers as rapidly as possible. -
Quote:Either you're saying a different thing or you're saying the wrong thing, because Kyriani is saying that the rule of five only allows you to have the five *highest* bonuses for a particular attribute, which is not correct. I've underlined the significant and incorrect aspects of that first statement.Maybe I didn't word it right but that is essentially what I was trying to say.Quote:Pretty sure that the Rule of 5 renders ANY bonus beyond the fifth irrelevant, regardless of whether it's the same bonus value or a different value, resulting in only the five highest bonuses counting toward a power or attribute. So a sixth +10% recharge reduction and a +8.75% recharge reduction would both be equally extraneous if you already had five +10% accumulated.
The +10% recharge bonus from an epic ATIO set is the same as the 10% recharge bonus of typical epic IO sets. So it is not possible to get a 6th 10% recharge bonus by using an epic ATIO set when you're already using 5 epic sets that provide 10% recharge bonuses. -
Quote:That's what I meant by "name." I think I specifically referred to it as the internal name of the power that grants the bonus, but going any farther seemed to be more detail than necessary.Deeper diving into the mechanics has revealed it's not the uniqueness of the name, but the actual Boost-Power that is called.
So, you can have two different Boost-Powers with the same exact effect, and regardless of how they're named in 'combat attributes' you can have up to 5 of each.
Or you can have one particular Boost-Power that shows in in 'real numbers' with 8 different names, but, will cap at being called the fifth time.
But, for all intents and purposes, so far, all Boost-Powers have unique names that are consistently used in 'real numbers', so, one can confidently count the number of times one sees that unique name to determine when the cap of 5 has been hit.
Technically speaking the rule of five is a designer-imposed constraint on the number of times a set bonus power is allowed to stack. The same tech that only allows one stack of Bruising only allows five stacks of Set_Bonus.Set_Bonus.Luck_of_the_Gambler, because its NumAllowed is 5, and that prevents you from getting the benefit of a sixth. That's a different power than the power which grants the tier 5 recharge set bonus of +7.5% which is Set_Bonus.Set_Bonus.Improved_Recharge_Time_5. That also has a NumAllowed of 5, preventing a player from getting the benefit of more than five copies of that power. -
Quote:That probably describes most of my villains. They are villains because other people see them as villains because the rules they play by are not the rules other people play by, but they make perfect sense to them.I like to ascribe to a "villain by choice" rhetoric, though by that I don't mean a Saturday morning cartoon villain who sings a song about "I do it all because I'm evil!" In our everyday lives, we often have to make choices. Not necessarily between good or evil, or even right and wrong, but often between ourselves and others. Mine are "villains by choice" not because they chose to be evil, but because time and again, they chose to do things that hurt others, destroy lives and doom others to a grim fate. Though they never explicitly chose to be evil, it is still the choices they make that define them as villains. These are not misguided, confused or "salvageable" people They made their choice.
Actually, I don't even see most of my villainous characters as "villains." I see them as "outlaws." I think that best describes them. They disregard the law, the social rules, and the typical moral code that most people adhere to most of the time. Its not so much that they pursue evil, but rather that they refuse to live under the restrictions that good requires.
I can't play a "straight villain" - someone who thinks its wrong, knows its wrong, but does it anyway. I can play an outlaw: everyone else thinks is wrong, but I don't, so I do it. And I can play completely crazy: everyone else thinks is wrong, but they don't count because their heads are upside down and they taste like ginger snaps. But its not generally in my nature to play evil for its own sake. I can be Magneto. I can't be Hannibal Lector. -
Quote:Probably, and this assumes the only bottleneck on earning XP is offense. If increasing difficulty starts causing people to die, or even slow down to heal and such, then it would probably not be worth it. If you're steamrolling along, steamrolling at +2 is better than +1, and +3 is probably better than +4 unless you are killing things so fast that there's literally no difference between +3 and +4. And if that's the case, the optimal speed would probably be to split in half and attack two different spawns at the same time at +2 or +3.Someone (I think it was Arcanaville) did the math to find the "sweet spot", and found that 52s were generally the best return. Higher level than that, the effects of the purple patch reduced efficiency to the point where the extra XP wasn't enough to compensate. With many 50s being level shifted, I wonder if +3 is now the sweet spot?
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Quote:Another thing with the potential to arouse addictive behavior:If we were talking about cracker jacks, then I wouldn't be bothered.
If we were talking about a mechanic that very much has the potential to arouse addictive behavior, well... you get the idea.
Snicker away.
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My point though was that even now Real Numbers doesn't consistently and correctly factor in things like resistances and such, so the "net" effect of debuffs is even less likely to have been factored into the AI brains of the critters in 2004, and also unlikely to have been patched into the brains of the critters at a later date. In 2007 when Real Numbers was being first worked on, that was even at that time considered too much work and too much computation, and doing it for all critters would have been more computationally expensive than for the fraction of the players that use Real Numbers attribute displays.
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Nothing to apologize for, its a harmless mistake. I was just explaining the joke, which you are aware is a joke that is as common around these parts as pigeons in a park.
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Quote:First, you asked what the laws were. Second, I find it disturbing that someone who admits to having worked in the gaming industry refers to "the law" as "pseudo rules." Third, a box of Cracker Jacks still doesn't have hotline numbers printed on it after a hundred years, so "always" clearly also requires an "eventually" measured in millenia. Fourth, I don't think anyone was snickering at your previous post, although rather ironically some are probably doing so with this one.Until someone actually -has- the merit to MAKE a legal foundation. If you give them an inch, they will take a foot. There is no, "should have been familiar" here. I know what I'm talking about, addictive behavior will be involved. Iv'e seen this in grown ups, Iv'e seen this in children. This isn't speculation it's a very real thing. Like I said, I'm biased. I'm quite biased. I hope those laws serve their purpose to protect Paragon Studios and its employees. I hope some poor unfortunate mother doesn't find out one day that her kids managed to blow the rent for those cards. I hope something like THAT doesn't get spread all over the internet. That wouldn't look too good, would it? "Paragon Studios enabled a form of digital pseudo gambling to ruin someones life." I hope it doesn't begin to involve lawyers and 1800-gamblingproblem hotline disclaimers. I hope it doesn't come around to bite anyone in the ***. I hope it doesn't but I know it will. It always DOES. You can quote all the pseudo rules you want to defend this gambling by proxy. Go right ahead. You can bash me all you want for my opinions and hide behind whatever smiles, smirks and snickering you want. Go right ahead. doesn't bother Hassenpheffer. not.one.bit. I know addictive behavior. I know what it can do, I know the lengths it will go through for a handlepull, or a card roll.
My bottom line: Be very careful Paragon Studios. -
Quote:I misparsed that, my mistake. Fleeing can happen at any level of health, although I'm not certain its *independent* of health.I did say "unconditional with respect to their current health". I did not mean that it is perfectly reproducible, but rather that deciding to run when debuffed/DoTted is that seems to happen irrespective of current health.
Scrapyard seems to be a coward in general. Not sure about Deathsurge.Quote:Go fight either Deathsurge or Scrapyard with a Night Widow. I have never failed to set either of them running within seconds of starting to beat on them, even when all by lonesome.
I doubt its gross or net. It think it might count attribmods. In other words, I think it might count the number of effects, not what their magnitude is, because of computational cost. Consider that even today Real Numbers can tell you what debuffs are on you, and what the net of all those debuffs are, but not what each individual debuff is doing to you accurately and consistently, because that would take too much computation.Quote:Edit: You did say "DoT alone", and a Night Widow is also laying on nasty -speed. However, this is heavily mitigated by GM resistances, so I think it's an AI issue if gross debuff is being considered instead of net. However, I do have another example: my DB/Regen Scrapper. I play this character on high settings using a rather Leeroy Jenkins "kill them fast before they kill me". I pile into spawns and AoE the minions to death ASAP, using Regen's clicks to survive the heavy initial damage. By the time I'm out of clicks, the incoming DPS has been attenuated by me attenuating the spawn size with swords. When I picked up Reactive Interface, this character's play changed dramatically. The reason was that foes were quicker to retreat from melee because of Reactive. This actually dramatically reduced incoming melee damage against large spawns, which made it easier to stay alive. I consider that highly reproducible when it's consistent enough to allow playstyle change. -
Quote:I can get thousands of shards doing nothing. So I guess the Incarnate system is equally exploitable.On the subject of hami raids and their comparison to incarnate content, when I can get a tell from my brother to head into a zone at a specific time, hit a monster once to get an incarnate component and then go on with my day, THEN and ONLY then will that comparison have any validity.
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Quote:Across the widest range of situations, from leveling to 50, from SO builds to invention builds, when played by neophytes to experts, I believe Scrappers and Brutes have the best all-around performance across all of their powerset combinations. Some controller and mastermind powerset combinations sometimes outperform them. When built powerfully enough Crabs, Widows, and Warshades can outdo them. But you can use a random number generator to make a Scrapper or Brute build, and its going to do far better than any other archetype under the same condition, because the wheel always lands on a winner for those two archetypes. And no one says their top tier performance is anything but great.Plus, in the greater scheme of things people often act like Scrappers and even Brutes are on top of the food chain. But honestly those ATs are middle of the pack in effectiveness. Crabs and Widows, Doms and some Controllers, well built Masterminds, and some corruptors and defenders can all eclipse scrappers and even brute in raw effectiveness over a wide range of tasks. There's nothing wrong with Scrappers and Brutes, and I'm not saying they needs buffs, but what I am saying is that knocking down scrappers and brutes by getting rid of taunt aura or anything else will not make blasters balanced.
The problem is people comparing peak performance of a specific condition to the average performance of a wide range of other conditions. "So long as Ill/Rad can solo Giant Monsters, no Brute is overpowered" would be an example, or "a rad/rad soloed Lusca, so Corruptors must be fine" would be another. These are less than meaningless statements, because they have absolutely nothing to do with archetype balance.
I recently slotted up the Scrapper's Strike proc into my MA scrapper, and decided to give it a test drive by going to Monster Island. As expected, it did not change the fact that MA doesn't generally have the damage output to take down a GM. I thought adding in Lore pets would help, but actually they hurt a little: the GM starting running away with them up, whereas it would just stand and fight if it was just me.
So after maybe fifteen or twenty minutes of goofing off, I decided to give up. But not after I had chased the GM all over that island, and not after I had aggroed two other GMs, and not after I tried to take them down as well. Yeah, it sucks I can't bring down a GM. Even after tanking three for ten minutes I still just couldn't bring that GM down. I suck.
As to taunt auras, getting rid of them won't specifically help blasters, and I'm not advocating getting rid of them either, but conversely the move to give them to everything exacerbates the problem with Blasters in a very tangibly uncomfortable way, because it continues to shrink the options for remedies that target buffing Blasters without causing any collateral damage to other archetypes. And as I said, if melee causes the problem by insisting they have the tools to keep everything in melee, they become the first in line to take the hit when it comes to determining who will have to be intruded upon when we buff Blasters.
And since I said Blasters have no champion, I thought it would be a good way to spend my time for the next two or three years. -
Quote:Actually, one of the run conditions the AI tracks is when a significant number of allies are defeated in a short span of time. Another is when the critter for some reason cannot seem to hit the target they are aggroed onto for an extended period of time.If the fleeing was from situations they can't win, it would be less annoying. (Arguably that's most of the situations in the game, but...) But the fleeing has very little to do with their chances in the fight, and very much to do with certain effects being arbitrarily scarier than others. Your buddies getting eviscerated next to you: not scary. Somebody carrying a lighter: Very scary.
You can actually induce the latter. Make a critter with no attacks in the AE but enough regen to survive, and then stand there and brawl it. Eventually, it will simply run away, even if its health bar is still full and you are no real threat, because its decided something has gone horribly wrong if it cannot attack you at all, its just not sure what.
I think the problem with DoT is that its a "lingering effect." The AI recognizes when there's a lot of debuffing effects on it and that counts towards its tendency to flee: DoT is I think being registered as a kind of "debuff." But this is *not* unconditional as Uberguy put it in the general case (meaning: with most AI "brains" - critters can have different AI brains with different preferences, vis-a-vis the purse snatcher spawn groups). I have yet to find a reproducible set of conditions which will cause DoT alone to force a critter to flee that isn't already predisposed to flee for other reasons. -
Quote:As someone in the gambling industry, you should have been familiar with how the law defines gambling. At least in the United States, in every jurisdiction I'm aware of, an act requires three separate elements to be considered gambling. It requires consideration for a random chance at a prize. And those three terms are themselves legally defined to be a monetary entry fee (consideration), non-deterministic random probability (random chance) and an award of specific monetary value above a certain nominal amount. And its not enough to claim the prize can be bought. It must intrinsically have monetary value. The prize in Cracker Jacks is of course technically worth something and you could theoretically buy them on ebay, but that would not meet the requirements for gambling.I might be a bit biased, because in my career before my home business I was a <gasp>
...slot technician.
Yeah. I worked at a casino, for 5 years, and I was really good at what I did <still am>. I repaired slot machines. I know more about slot machines both analog and digital than I'll ever be comfortable admitting. I know how they work, the ins, the outs, the ups, the downs. all of it.
I also know about many different levels of addictive behavior and how things like slots can very easily <and quietly> bring out the worst in good <mostly young> people.
There's a level of interaction and a fine line to watch when dealing with gaming devices, Typically mmo's are well equipped to AVOID gambling by reward tables that are easy to track.
These cards immediately crossed that line.
I'm not about to tell anyone how to spend their money.
Thing is...Minors play this game...
What are the laws about gambling involving minors?
None of the prizes in the Super Packs have actual monetary value: you can't sell them back to NCSoft for money, and NCSoft does not allow you by the terms of their usage agreement to sell them for money. That means any exchange of those prizes for money would itself be illegal, and NCSoft is not responsible for such activity.
People keep bringing up gambling in the legal sense in the context of these Super Packs, but that argument has exactly zero legal foundation. -
Quote:That's in retrospect. What would you have told the players back then, who said that Hami enhancement was the only end game progress this game had, and it was locked behind participating in a huge trial they didn't want to participate in. Because there were players making that argument then. Would you honestly have told them that no, in fact this isn't really end game progress and so they had no foundation for their objection?The point is that I was saying (and believe) that the Incarnate Rewards are specifically very different than any other previous reward that was gated strictly behind teaming.
I do not agree that the previous Hami-O scenario qualifies your previous statement that the Incarnate Trial progression was an established design philosophy for this game.
While the Incarnate system is definitely a much more developed and intricate system, that's a matter of detail. The question for the players themselves has always been is there an identifiable end game progression mechanism, and is it gated? Its clear to me that HOs do satisfy the notion that the devs were willing to tell players that some elements of the end game would be gated behind teamed content. That willingness to say it is the best indicator of their design philosophy, not the comparison to raw numbers.
Moreover, they said it more clearly when the LRSF was released. There, they actually used the words end game, and stated that while this game (at the time) was not a game with an involved end game, they felt it was reasonable to have some end game content for the highest performance players, and that end game content was going to be teamed as that was the most obvious way to create high end and high difficulty content at the time.
If people are looking for proof that the devs in the past have been willing to lock what they call end game content behind teamed tasks, the LRSF is unambiguous proof of that. The incarnate system is vastly larger and qualitatively different of course, but that doesn't change the fact that the LRSF was proof the devs were *willing* to lock some end game stuff behind teamed content. And until the markets showed up the only way to get HOs was from large raids or teamed task forces, or have someone give one to you. There was no way for a solo player to get them on their own.
That means the sum total of the Hamidon encounter and the LRSF and STF are proof the devs have in the past have been willing to create an end game, albeit a small one, which was predominantly locked behind teamed content. Whether that was the right decision or not doesn't change the fact that they did make it once before.


