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Quote:I code in my head, so when you'd start the clock is iffy on me. Keep in mind I've also written actual code for calculators that, while nowhere near the complexity or even direct intent of a game engine, gives me reference points I might not otherwise have.Start the clock at the first time you actually start doing something?
I also have a nearly complete data dictionary which few people would be able to start with. I think the time spent figuring out what to do, separate from the mechanics of data dumping, really ought to count. Otherwise we'd be talking about a hypothetical person that knows exactly what to do and can just type out code like they are banging out the dictionary. I don't know about anyone else, but much of the time I spend "programming" is either time thinking about algorithms and implementation techniques while nowhere near a keyboard, and fast iteration of code that I write, and rewrite, and rewrite, and rewrite.
To be honest, though, counting hours is mostly quibbling. The question is whether the depth and complexity of the problem is such that it could be done in any small number of weekend efforts. The question is more about pace than anything else. Can what you do in any number of hours on a weekend even move the needle much at all.
And even an attribmod calculator, that only deals with what happens at a single moment in time for all possible sets of attribmods, requires a lot of complexity. Just getting resistance right is something I think most people are going to get wrong the first time, as trivial as that sounds on its face.
One other thing: my estimates were for C, where its harder to iterate code and you'd need to build up your own data structures (or use the appropriate libraries). My best guestimate for how long it would take me to code the engine in python, where I'm faster and can iterate code quicker, based on laying out the design last night, is about 900 hours.
I had the notion to use a project like this to teach me LUA. Its been on my mind even before Dr. Aeon's revelation LUA was spliced into the game engine. That would, of course, make it take a whole lot longer.
PS: writing the engine in Objective-C would also be a very interesting experiment, albeit mostly for the potential for meta architectural novelty than anything else. -
Quote:Just like on every game. Here, you can do that on solo play, but shard play will be just as hard to do that as anywhere else.I've got two concerns about this, that I think are fatal flaws but would be happy to be proven wrong.
Security is going to be a huge issue. There will be hackers trying to get great onto their characters.
Quote:And no, "you gotta earn it on each server you go to" isn't going to fly, particularly if one of the expectations is you go to several different servers. So I've got all incarnate slots unlocked with a couple T4 enhancements to pick between in each slot. I switch to a server and suddenly I need to unlock my Alpha slot again, or at least go through all the drops necessary to recreate all the enhancements?
Quote:And, well - where does the money come from the pay for the programmers/writers/designers/animators for both the original game and regular updates? -
Quote:If you count all the time thinking about it, I'm probably close to the 3000 hour mark already.Important to note: walking in circles, shaking head to think, going to the kitchen to get a drink while still thinking, thats all part of it. It counts towards the hours. If you only count the time you push keys into the keyboard, it's easy to say it took 2 hours to make a 16 hours worth of production.
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Quote:Nobody said anything about a "weekend worth" of coding:Ok I just remembered I have IRL things to do before tonight, I'll finish my day of work tomorrow or maybe after dinner.
What's a week-end worth of coding by the way ? 2*8 hours or 2*As many hours as you stay awake ?
As far as I'm concerned, you may spend your weekends in any way you choose. However, most people consider the weekend to be Saturday and Sunday (unless you live in Israel) and its entirely your choice how many of the hours on those two days you choose to spend on this particular endeavor as opposed to all other activities including eating, sleeping, and interacting with other human beings. -
Quote:What business speak?That's not what it says. ARRRGG!, people can't read business speak.
Quote:Vivendi owns a 61% stake in Activision Blizzard, which it acquired in 2008. Activision Blizzards value is currently estimated at $13.4 billion, making Vivendis stake worth approximately $8 billion. Due to Vivendis current debt, its been considering a sale since early June, but was later said to be finding little enthusiasm from buyers including Microsoft, Disney, Tencent and Nexon due to the massive amount of cash required to make the purchase. -
Quote:At least I got to see this "opinion" go from being wrong, to provably wrong, to completely moot.But hey, it wouldn't be the Blaster forums if there weren't people trotting out meaningless anecdotes to dispute the obvious, which is that Blasters are significantly behind other ATs, balance-wise. The flaws in Blasters' design are self-evident; whether or not you can make them work, or have fun playing them, is irrelevant.
When the datamining says the vast majority of players had far more difficulty playing blasters than all other archetypes, when the numbers objectively demonstrated the archetype was an immense outlier on the offense/survivability curve, and when the devs stated that the archetype needed help and made changes designed to help it, twice, saying yeah, but in spite of that I just know they were fine, is actually almost sad. Mostly goofy, but there's a little sadness in there. -
Quote:The first, and sometimes last thing I notice about most of the other MMOs I've played since CoH is that I can't get over that hill over there.For me the thing that stood out for COH was flying. I never played another game where you could fly.
No matter that I understand the design and gameplay issues, the fact that I can't fly over a hill I could climb in real life is usually the first two strikes against a new MMO for me.
When I first acquired fly, I just flew around. Literally, for a couple days I spent most of my playtime just flying around the zones and shooting things from the air. -
Elsewhere, games are designed without damage types. Here, that statement is about as wrong as saying all attacks autohit, some less often than others.
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Quote:I'm not spending very much time there while the official forums are still alive, but I do have accounts on unleashed and titan. I'll probably be around for at least a while there, beyond whatever happens here.If it does come to that, while I don't think anyone would begrudge you (or anyone else) not soaking the time into a game that's not alive, I rather hope you maintain enough interest to linger on one of the community sites. Even if you didn't get seriously involved, I think your insights could do nothing but help the folks who, denied access to the full game, would inevitably seek to dig into the client and other info to build third party tools around keeping the memory and spirit of the game alive.
It's a selfish hope to be sure, but I'd do my part to try and keep the community interesting .
But yes, though I hope its implied above, explicit thanks is in order for your involvement in the game. If I have any intellectual claim to fame, it's that I manage to warehouse a lot of info I've learned elsewhere. A great deal of info I've learned about CoH can be tied directly to you, either through your own discovery, or through posts making succinct description or analysis using info others had gleaned.
Starsman, I didn't hang out in the same forums as you as much, I don't think, but I learned a lot from you as well. -
Quote:Umm, that article says Vivendi was looking to sell its stake in Activision, not that Activision was trying to sell WoW. And it was having trouble finding takers because Activision/Blizzard is worth too much money.Then you don't follow the news. Activision has been trying to divest themselves of WoW since late June: http://www.ign.com/articles/2012/09/...-consideration
I haven't heard any news of Activision trying to unload Blizzard. Blizzard accounts for a third of Activision's revenue last I checked, and is still enormously cash-flow positive. That would be a brain dead move.
Vivendi is looking to unload because it has a lot of debt and wants the cash. Nobody is trying to dump WoW anywhere just yet. -
Quote:Actually, I've been thinking about this in general for a long time: the Paragon shutdown simply brought the idea into focus.My feeling is that the reason for Arcanaville's suggestion is the wish to solve the problem of what's happening now, i.e., the death of CoH. If this suggestion was applied to CoH, I would gladly support it. It's a decent way to keep the game alive.
But for CoH2 I don't think I would like it this way. Sure, I've always thought that single player CoH would have been great, but part of the fun in an MMO is to see an active world with people in it, to help others you don't know, to team without expecting to, and to put touches on your character because maybe some random stranger will appreciate them.
This will go away if there are no central servers. Those who typically play solo will play offline -- they will not find new friends. Those who want to play with their friends will play with their friends -- they will not find new friends. Those who want to play with their SG will play that way -- they will not get new members. Sure, some people will try to get into closed communities, and some communities will actively try to get new people, but on the whole there will be nothing to encourage interaction, and I think that will be a big loss.
But I believe a lesson to learn from looking at many different MMOs including CoH is that community building is not about shoving people into a crowded map. We have strong communities in CoH even though many of those people never see each other directly in-game. Even though we have fast travel and don't hang around the shared instances often, even though our content is highly instanced. Our communities live on the forums and in global chat and in coalitions and SGs. Our communities are meta-communities, not literal in-game clustetrs of avatars. Conversely, the meta tools for communities was much weaker on TOR, and all the shoving people into the same zone did nothing to build communities.
Its the meta tools for building communities that's important in my opinion. If you have strong community building tools and gameplay mechanics that let people easily play together with different thresholds of participation, it doesn't matter if they are not all running into each other in a shared (virtual) physical space. You can encourage people to play with each other without forcing them to, in my opinion. I don't consider the fact that not everyone will zone into the same Atlas Park after the tutorial to be a problem.
Consider how other games deal with the issue of multiplayer interaction and how we even started to deal with this: teaming queues. If you want to team, queue up for a team. Meanwhile, play solo until the queue opens. Why does that even need to exist if everyone is on a shared server anyway? Because that's not enough.
I think, to be frank, most people do not want to socialize in MMOs, at least initially. Most people are not extroverts, and its intimidating to jump into an established world. I think the reason WoW is so successful is in large part because its the Amway of MMOs: they not only reached a critical mass of players, they became a "thing" - something people played and felt comfortable sharing with their friends. People signed up because their friends were playing so they were not alone. No one wants to be alone while surrounded by a million other people. WoW solved the problem of how to attract casual MMO players: attract so much momentum players dragged their friends to play it.
There's not likely going to be another WoW, and even if there might be one day, you can't bet on being the one to make it. So I think this is an important issue to explore. Most MMOs don't: they can claim to be targeting the "casual player" but they still throw everyone into the deep end of the pool. Because they believe, as you apparently do, that that is important to powering the community.
I would want to try something different. I would want to allow people to play completely by themselves if they wished, but give them the tools to slowly opt into larger communities. As I said, I would start with using global chat. Solo or not, I would allow players to link into the global chat systems of the game. They could start off as lurkers, hearing but unable to speak, to see what the different subcommunities were like. The hope would be that they would find subcommunities they liked and were willing to participate in, by joining in the discussion. And that would lead to impromptu teaming, and eventually larger scale participation for many of those players.
It would be a grand social experiment, and it might fail. But in that respect, that would be no different than any other MMO released in the last eight years. -
Quote:At some point, if and when the end seems certain, I'll have to say my adeius as well. When I do, I intend to point out that as visible and continuous as my presence as been, the community has always benefited from players willing to contribute to improving the gameplay of other players. There's a continuum from BuffyASummers tanker and scrapper guides to ZombieMan's guides of guides. Lots of people contributed to defense and tohit understanding from Amauros' SR guides to IronVixen (and many others) Invincibility testing to Stargazer and Pennelope's snowballs to my own guides. I'm embarrassed to say I probably don't remember everyone anymore although I'm trying to.OT, but I just wanted to take this opportunity to thank you and everyone else here for all the hard work you've done to make CoH what it is, for all of us compulsive build-tweaking junkies. Sláinte!
Even now we still have the legacy of RedTomax and Iakona and Mids. There are people who still use Brawl Indexes. Arcanatime and several other contributions of mine can trace their lineage back eight years to the Powers Quantification Project, which was my first encounter with TopDoc.
It would be false modesty to say my contributions haven't been large, but its not entirely clear what they would have been if there wasn't a community of generally cooperative and helpful players surrounding me. I don't do this for any other MMO I play.
The truth is if it wasn't for Snipefu's and Powerthrust's Energy and /Energy guides, I probably wouldn't be interested in the numbers at all. If it wasn't for the Brawl Index and the PQP, I probably wouldn't be interested in measuring the numbers at all. If it wasn't for the Tanker and especially Scrapper forums' unique character, I probably wouldn't have become a quant, much less the most visible one.
I only did what I did because I wanted to, and I wanted to because it seemed to be the thing to do around here. And that's what I will really miss most. -
Quote:I think you lost everyone under 30 when you got to the curtains.metaphorically speaking, i certainly did take a lot of pointless and avoidable detours.
maybe i'm just feeling philosophical as i sit here -- listening to a baseball game in the twilight of the season, the rich amber hue of my iced scotch reminding me of the onset of autumn, the first vague hints of which waft on in the air billowing the curtains of the open window, the faint whisper of shifting leaves outside complementing the lulling cadence of the broadcasters' call of every play. It's almost too appropriate a scene for browsing this forum, in what may be its twilight hours.
In any case, it struck me as i read the linked article the so many of life's disappointments stem from youthful arrogance, and youthful arrogance stems, in large part, from the albeit understandable tendency to over-simplify the simple -- to rely on our abstract or intellectual knowledge of a problem or a process without really understanding it in a practicable way.
Man, i'm a windbag. -
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He got temp banned for leaking I9 Hami data, but I think he got over it. He was still around in I10 but it may have contributed to his desire to move on.
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And they aren't gonna. The fact of the matter is no one outside the parties involved is going to know anything until its all over. Anyone claiming to both know otherwise and be able say otherwise is almost certainly completely full of crap.
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Quote:Its enough of a given that people who want to do things for the experience of doing things do not need to be addressed with game design mechanics explicitly, to make it generally unimportant to mention it as a disclaimer. The question is in what way will the game systems including the reward system support that game play priority. Given that normally moot disclaimer, I stand by my previous post as addressing that question by default.That's why we're two completely different people.
For me, it's a question of what kind of story do you want to take part in. Do you want to be a martial artist deadicated to cleaning up Hell's Kitchen? Do you want to explore other dimensions with three friends? Do you want to help little old ladies out of trees and cats cross the street with the occasional tussle with a super science villain thrown in? Heck, even if you want to be the guy they call when kaiju attack, that should be a valid game play experience. -
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Quote:What was said at the time was that they had a massive spreadsheet that allowed them to adjust the balance for the game globally, by changing a few variables that would rebalance all the powers and gear everywhere, so that's why the launch nerf was so widespread: a global rebalancing decision made lots of changes all over the place to rebalance the game.Yeah, to this day I find that decision mystifying. I mean, I understand the fear that you'll release the game with vastly overpowered players, and I understand the reasoning that big-time balance adjustments should happen sooner rather than later (all else being equal), because you don't want your playerbase to become accustomed to one thing and then hit them over the head with the other.
Not specifically to pick on whoever said that (I forget) because our devs have said some inexplicable things regarding the game's design as well, but there's no way that's true. Either its false and the developer who said it knew it was false, or its false and the developer who said it thinks its true. I'm not sure which possibility is worse. -
Quote:This is easier to say than to do, but I believe the way out of that box is to make the primary reward for doing something being given the opportunity to do more of it in some way. No one who doesn't like to do it would farm for the opportunity to do more of it, and everyone who likes doing it would be getting a reward they were guaranteed to want.That would be an interesting concept. The risk I see is that you end up with the same Reputation Grind problem that WoW has where you end up need to grind out reputation for multiple factions in order to get access to required gear.
I'm not really sure how to avoid that. You want characters to get something concrete for having a high rep but if you start tying tangible benefits to it (like costume parts or badges) then you create a situation where people feel compelled to grind the rep even if it doesn't make sense for their character.
That's separate from more generic progressional rewards which require multiple ways to earn them to avoid having to do only one specific set of things repeatedly.
When it comes to things like collectables, its important to make sure that if you do not intend for the players to collect all of them you make that impossible by structure. So for example suppose you don't want players to go nuts farming every single zone for reputation. You make a badge slot for something like "Home Zone" and a single badge slots into it based on which zone you spend the most time in. Token collectors can satisfy their completeness itch by making sure all such slots are filled, even though they do not, because they can not, possess every single possible option for that slot simultaneously.
This is a psychological, but important thing. If there are five, but the game restricts you to only one, the missing four will be an annoyance. But if there is a single slot, and multiple ways to fill it, there are no "missing" things the game is preventing you from having. Simple user interface design decisions can go a long way to presenting the gameplay in a much more enjoyable manner. -
Quote:Exploits. If everyone can read the data easily, things like Hamiddon would have been defeated on day one.
CoD can show it if they wanted, but they would likely get in trouble with the devs, who would either attempt to take them down or obfuscate data in the client further.
By mutual agreement, most of the people (I'm aware of) that were capable of seeing that data elected to show player data and not critter data, due to the potential for critter data to be used for exploitive purposes or to spoil the intent of certain content. For example, before I told the players what the LRSF towers did, I tested them myself to prove that knowledge was capable of being determined in-game by a player, and even so I left one thing out until the devs granted me permission to mention it - the momentary intangible buff that allowed Recluse to break toggle debuffs. -
Quote:The difficult parts of making a real MMO engine are all the optimizations involved in making working map servers, real time network code and event queues, etc. Things I have no current interest in doing. Replicating the game engine would be, for me, an intellectual challenge to see how well I actually understand it. And part of the reason for the large time estimate is that I'm pretty certain there are interesting problems in the way the engine does things that I won't really understand fully into I try to implement that in code. In a real project, debugging and reimplementing code to account for problems represents a large fraction of the total time. The time to program something is not identical to the amount of time it takes to type the final source code.Actually, I feel the really difficult things to simulate would be things other than the combat engine. I think we know enough about that engine to logically recreate a functionally similar entity. But even a combat-centric game like CoH has huge amount of extra systems that also need to work right, and I think that the potential for difficulty is way higher for those other systems. I personally have no idea what the difference is between Pet AI and mob AI, and the coding that goes into that (except that you are responsible for mobs dealing twice as much damage through AI tweaks).
I know I spent a couple of weeks, off and on, just musing to myself how the game engine must work for unresistable resistance debuffs to work they way they do and for Combat Training: Offensive's accuracy buff to work as it does. When I posted my results on ranged damage metrics in the beta fast snipe thread a legitimate question was whether I had properly accounted for sonic blast buffing its own DoT with -Res - which I had not, because my calculator (deliberately, due to time constraints) did not deal with effect over time specifically in that manner. But that has a very significant impact on Sonic's numbers.
Having written damage calculators, damage mitigation simulators, and other discrete calculators gives me a particular perspective on this topic. The sheer amount of stuff the game engine does is enormous compared to the amount of time it takes to account for each effect.
Also, it was only on average about 28% more damage except in some degenerate cases. -
Quote:The intricacies of real-time system programming, mostly.Wait, the client shouldn't do anything, it's a client, it sends request and gets updates, everything happens server-side, well, nearly everything, at least everything combat(and animation)-wise are decided on the server-side and just user input is forwarded by the client (things like respec or real powers for instance use data on the client side plus eventually some constant data received from the server ages ago, like the chosen powersets and currently slotted enhancements). Since you would know some lower bounds to some effects you can program the client to actually don't forward things the player can't do anyway, but ultimately the server has the hand and say 'it's ok'. If it was like you said, if the server kept in sync with the client, how could you have powers showing ready when they are not ? How could I animate Haste (though only the excitation/shrugging, not the pompoms) when I activated it when it wasn't server-ready ? I believe the client does not sync the "animation", the rooting for sure (because it defines what the player is able to do) but not the "play flare animation" part. Animation is fluff, feedback, rooting is an effect, even if it's "animation rooting", isn't this why some powers don't root anymore (non-offensive PBAoEs anyone ?) Or am I missing something
Quote:What's actually the most unnerving in network play ? movement lag. Power lag, everybody can do with it, but jumping a fraction of a second too late and your down the hole instead of on the other side. So movement has a special treatment in network games, everytime. Since you have the network lag, it's no use doing it 120 times a second, that's why the Entity placement engine is on this 1/8 timer, and power launching is the duty of the placement engine because line of sight is one of the requirements. But the combat/effect timer can be as fast as you want, basically, because you have events based on time, and in a second it doesn't matter if you loop 2 or 6 times because you'll have to do as much processing (well, not to maintain every timers) but you'll have as many messages to send.
Quote:Quote:On top of that, many fields are themselves indirectly processed, like the Expression fields which themselves require an entire scripting engine just to process. And parsing the grammar of the Expression fields is exactly zero percent of the problem. The real problem is writing the code to properly evaluate all of the indirect references to the game. Which *itself* requires entity tracking code to allow for those indirect references to go somewhere. AttributeRequires as a single field could end up taking ten times more code than fully processing all of the damage-type attribute fields because of that.
If you don't know these things even exist, I'm not sure how you can be so certain about your estimates for how long it would take to reproduce all of the combat engine's behavior.
Quote:That's still only 2 things to do differently, and since you've got functions, with parameters you can code pretty much any number of cases in your functions. It doesn't reduce the complexity though, I agree. It has to be somewhere. But you don't have to code a function for every existing combination of effect. What's the parser for then ?
That could sort things out. But do we agree I just have to produce a library that handles entities and all their attributes (inspired from the attribute window plus every hidden attribute/fields I need for the implementation) and "example" functions that apply all power effects that I can think of and translate it into calls to that library ? Then the next stage would be executing said function when parsing the matching power's effects part.
Code:while(true): evaluate(power)
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Quote:This goes beyond the scope of what I was talking about in the OP, but if I was writing Super Powered MMO X that wasn't beholden to any of the City of Heroes mechanics or gameplay, it would almost certainly be levelless, but that would be because the rewards system I would use would make that practically a non-issue.I forgot, the other thing a new superhero MMO could learn from GW2: Level-less levels/level scaling.
You never "outlevel" an area or the enemies in it and you never lose access to powers. Your dark night avenger could stay in a gritty Kings Row-type zone and fight street level thugs forever if you wanted.
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I too feel if you want to fight crime in Kings Row forever, you should be able to. But why would you want to? And the answer, for me, is related to what rewards combat grants. Right now, CoH and nearly all MMOs, even GW2, are wedded to the notion that progress is linear, and combat advances the needle. But if you're still going to have linear progress - XP - are you getting the full benefit of being levelless?
What if the reward for fighting crime in Kings Row was earning reputation as a crime-fighter in Kings Row? In a sense, Kings Row would be a meta-contact, and fighting crime in KR would increase your reputation with Kings Row itself. You'd get missions and other benefits other players didn't, for being a well-known KR crime fighter.
You could even expand this to be more finely grained. You could earn reputation for being a Lost-hunter in Kings Row, a Skulls smasher, a Hellion wrecker. It would be like the progress bars for defeat badges, but more open ended and with a gameplay purpose.
This wouldn't just be window dressing either: Kings Row progress would be fundamentally different from Skyway progress or Dark Astoria progress.
In other words, the way I would make the game levelless is not by eliminating combat modifiers and exemplar code. It would be by eliminating the notion of linear leveling. Without it, there's nothing to level. This would extend all the way to character progress. Fighting street thugs in Kings Row would be really good for improving martial fighting skills, shooting at things, etc. Not as good for learning other kinds of skill. But that part requires a lot more thought and discussion into the precise way combat and skills would work.