Arcanaville

Arcanaville
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  1. Quote:
    Originally Posted by Thirty-Seven View Post
    Don't give up quite yet.
    I never give up. I just know I don't always win. But I spent two years trying to get defense fixed, three years trying to get SR balanced, six years trying to get MA working as its design spec said it should, eight years trying to get the blaster archetype normalized - pthhthhh what's one more million to one shot.
  2. Quote:
    Originally Posted by shadow35 View Post
    It's kind of hard to believe that people who love a company, its management and their jobs would say bad things.
    There are times I really hate the boss and I *am* the boss.
  3. Quote:
    Originally Posted by Positron View Post
    yeesh, I am thinking I should have limited it to one per post... that might slow you all down a little.
  4. Oh, one other thing. The pet project I never thought I would have the time to do, but maybe one day I might still do: write a program that takes Mids builds and PvPs them in a MyBrute-type simulation. In theory, I believe I know enough about the game mechanics to recreate a clock-accurate emulation of how the powers work. It would just take an immense amount of time to do it all correctly. But I do have access to the data to do it, right down to projectile speeds and FramesBeforeHit delays. Everything except ragdoll, basically.

    My guess is that's about three thousand hours of work, assuming I had the Mids export format spec, for all powersets and invention slotting to be supported as well as all the actual animation times.


    What I will probably do, soonish, is upload the code for my attack sim from the snipe thread and my old old old damage simulator from I7 into a dropbox folder so people can look at those and laugh at my extremely bad coding practices when I'm coding for just myself.
  5. Quote:
    Originally Posted by Codewalker View Post
    PS to rednames/former rednames: If anything I'm posting recently is too far over the line, please PM me and I'll remove/redact it. Not sure which topics are still forbidden.

    Just thought as we're getting to see behind the dev curtain a little in these trying times, some of them might get a bit of enjoyment out of reading what we were up to behind the scenes as well. I hope that they see people wanting to pick apart their work as the sign of admiration that it is rather than something else.

    Besides, I figure the forums will probably all get nuked eventually anyway...
    At this point I find it difficult to believe the devs care what anyone knows about the system, although I'm still steering clear of explicit instructions on how to hack any element of gameplay of the client (explaining how to yank models of our characters purely for personal use and souvenirs is, I believe, not a violation of copyright). I'm no longer concerned if other players know I was poking around, as if there exists a player that thinks I wasn't.

    I also don't do this as a rule for other games, and I steered clear from it for a long time here. The only reason I did it was because I felt it was important to have a resource like Iakona, and I felt it improved my ability to bridge the communications gap between the devs and the players. The devs always knew, pretty much from day one, what I was doing and had they told me to stop, I would have stopped.

    My ability to help the devs explain mechanics and powers design was enhanced greatly by the fact that in many ways my version of the powers database was better than theirs.
  6. Quote:
    Originally Posted by Flea_Mark_Evil View Post
    Scaling Resistances on SR passives and I suspect I contributed toward Defense Debuff resistance.

    I remember a PM I sent a long while back around I4-I5 to suggest improvements for SR. One of the ideas I mentioned was its lack of resistances and how you could go from living to dead in a heartbeat due to defense crashes and this lack. One thing I distinctly remember suggesting was a sort of roll with the punches idea where the more damage taken, the more resisted to give the defense a chance to kick back in.

    Suffice to say I was happy when it came to be, even if it had been planned long before I even suggested it.
    Rolling with the punches suggestions probably influenced that mechanic, but I was told way back when it was created that the conceptual idea was that as the SR scrapper got low in health, their reflexes got so fast that time seemed to slow down for them, making the amount of damage they were taking seem slower and giving them more time to act.

    That same connection between SR and perception of time also seems to have leaked into Martial Arts via the Martial Combat secondary for Blasters which has a similar idea just not tied to health.
  7. Quote:
    Originally Posted by Ironik View Post
    Prolly 'cause you're really Floyd Grubb.
    Floyd is not a programmer.
  8. Quote:
    Originally Posted by Codewalker View Post
    Using the sequencers to show a "power execution timeline" including root time was one of my goals for the eventual CoD redesign. I knew how to do it from, er, earlier work with the sequencers, just needed coding time to develop the interface for it and sync up the animation times with the power activation times. I assume that's what you were doing as well?
    I yanked the mode bits from the power definitions, and wrote my own sequence processor that used those bits to pull the correct initial sequence file, parsed that along with pointers, and generated an animation list. I then noted the ROOTED bit, and summed up the animation time for the rooted part of the sequence.

    The code to do it is amazingly ugly, because I was figuring out what things did at the same time I was figuring out how to decode.

    I never thought to pull schema from the code, by the way.
  9. Quote:
    Originally Posted by TsumijuZero View Post
    Good, or Evil, you guys gave us a home where we could exercise those tendancies. Which means both Heroes and Villains will support you.
    I first read this as "you guys gave us a home where we could exercise those tentacles."
  10. Quote:
    Originally Posted by Codewalker View Post
    I thought you worked on City of Data back in the day? (I don't know, I wasn't around then, just have some archived stuff). Or is that a big secret I wasn't supposed to let out?
    City of Data was never me. I provided technical information to the people that did it and helped them with field names and definitions at times. However, since some of my information came from private conversations with the devs, I felt I couldn't release that information directly.

    But I could nod when people asked me questions.

    Iakona did it up to about Issue 9 when he more or less left and that's probably guessable. TopDoc outed himself publicly as the person that did it for most of the time up to now. There were a couple of people that did interim early builds around I12ish I think. I started looking in I10, when it became clear our primary resource (Iakona) was leaving.

    Ironically I don't have I24 decoders, I fell behind. I was going to update them after I24 released, and since I knew the CoD people were looking at it and already making significant progress, I was planning of donating my root time calculator so CoD could show true root time.
  11. Arcanaville

    The "Why"

    Quote:
    Originally Posted by _Synchrotron_ View Post
    I know why City of Heroes was terminated so abruptly.

    Issue 24 was about to go live, and that was going to fix blasters.
    We already got to play fixed blasters on the beta shard. I'm pretty sure this was the only way to prevent Synapse from fixing Tankers for Johnny_Butane.
  12. Quote:
    Originally Posted by VoodooGirl View Post
    Good, because I have no knowledge or mind for it. Do you think it would be possible to create a python script that could read CoH costume files and then - assuming there was a complete library of costume parts - create a model from that by pulling the parts from a designated library?
    Yep. Its just a question of deconstruction and converting file formats. A bit tedious, but not difficult. And lets just say I've had as much practice in deconstructing and converting file formats as the City of Data people.
  13. Quote:
    Originally Posted by Carnifax_NA View Post
    If the cow is only producing a dribble a day then you may be better off bringing Daisy to the slaughter house.

    It's an inaccurate analogy but the point kind of stands.
    If the game itself was cash-flow positive, then by definition shutting down the game would hurt cash flow. So a theory based exclusively on cash flow is on shaky ground.

    What can help a company is acceleration. By shutting down Paragon Studios, many things get accelerated on an accrued basis. Depreciation can be immediately accelerated. But on the other hand, all the money we paid them could also be immediately accelerated even if they transferred that into alternate game credits: I'm not sure what the precise rules are for accounting for such things. But that could actually hurt NCSoft in the short term. When the dust settles, its not at all clear that there's a major accounting victory here, and it seems even less likely it would be a big enough victory to make a dent in NCSoft's finances. We just were not big enough to do that.


    It may come down to reasons players are simply unlikely to accept. For example, its possible that NCSoft wanted CoH for two reasons: to see if they could expand the business large enough to be competitive with their larger titles, and to tap the development expertise into launching newer titles. We might have been profitable, but the upside on our game wasn't high enough to be interesting to NCSoft, and with their losses in other areas they decided they didn't want to fund a new MMO in the US. The combination of the two made CoH uninteresting to NC Corporate. And once it became uninteresting, it became a target for downsizing with internal reconsolidation.

    Why shut down so abruptly? I can think of two logical reasons. The first is that maybe NCSoft was burned by previous shutdowns in some way that wasn't made public. People walked out with the rolodexes and laptops, say. Maybe corporate decided a while ago that the next time it happened, it would happen in a way that would prevent that.

    The second reason is that they might have anticipated the players would try to save the game, and they wanted to minimize the ability for the players to do that without literally shutting everything down overnight. By pinkslipping the entire dev team, they put them in the position of having to find jobs quickly to feed their families, and the faster the dev team dispersed, the less likely it would be for the players to be able to save the game in its current form.
  14. Quote:
    Originally Posted by VoodooGirl View Post
    Arcana, are you knowledgeable with Python Scripting?
    Very. Although I'm weaker on 3.x because I'm old and curmudgeny and 3.x can get off my 2.x lawn.
  15. I've been spending as much time here as possible, because honestly its entirely possible we could lose forum access before Nov 30. But I've saved the entire thread, pics and all, and do so regularly. Regardless of what happens my intent was always to continue this discussion on the Titan and/or Unleashed forums as long as people were interested in the topic.
  16. Quote:
    Originally Posted by Local_Man View Post
    OK, here is my theory, based in part on the corporate-speak from the announcement. (1) We know that Guild Wars 2 is having major server issues. GW2 is supposed to be a big money maker for NC Soft, but they have stopped selling on line due to the server issues. (2) We know that CoH was making a profit, but not a huge profit. CoH was not shut down because it was losing money. (3) We know that corporations are all about making a profit. (4) By the crappy way NC Soft handled the situation, we can assume that they made a quick decision and may have had a deadline. We know that the Devs had no idea this was coming.

    So, what if the corporations wanted to re-purpose the CoH servers to use for GW2 in time for Christmas sales? CoH is an old game that probably won't last too much longer (in their view) and only generates a small profit while it uses assets (servers) that could be re-purposed to make a bigger profit. Considering the losses suffered by NC Soft, they might have decided to re-purpose the CoH servers rather than make new ones to deal with the GW2 Demand. NC Soft may not have anticipated (a) the server demand for GW2 and (b) the cash losses from Aion. If they had plenty of cash, they could have built new servers. But with a shortage of cash, they needed to find a way to provide servers for GW2 without spending cash. Leasing would be more expensive than re-purposing assets they already had and were using for a less-profitable purpose.

    I don't know what would be involved in revising the servers to run GW2, but the rest of this theory seems to fit the corporate mind-set and the timing and the poor way in which it was handled. They had to rush to give the 3 month closing time for City of Heroes to be complete before the Christmas season. By shutting down some marginally profitable assets and changing them over, they will make more profit without incurring a significant cost.

    It is kind of like a store that sells off slow-moving merchandise at a loss to clear inventory space and cash to buy new merchandise that will sell faster and turn a greater profit.
    There's a part of this theory that is potentially viable. Even if CoH was profitable, its possible that on a per-server basis it generated the least amount of revenue, and NCSoft wanted to release those servers for games with a better revenue per server footprint.

    A small problem with that theory is that servers don't cost a lot really. NCSoft is probably saving more cash on payroll reductions. Between shutdown and Nov 30th my guess is NCSoft eliminated over a million dollars of expenses, over half of that direct cash flow (payroll taxes, deferred compensation, and the like would not impact cash flow instantly). If GW2 needed a couple more servers leasing those would have had a comparatively small impact on cash flow. That suggests that even if cash flow was a problem, the immediate shutdown of Paragon Studios was the primary goal, and the timing of the sunset of the game is not significantly important.

    A bigger problem with this theory is that a cash flow problem for a company the size of NCSoft that makes you incapable of leasing a bunch of servers is a problem so serious it places the entire company in immediate jeopardy. Its one thing for NCSoft to decide it doesn't want to spend money on Paragon Studios anymore. Its another thing to say it can't buy servers and is forced to shutter a studio. That would be comparable to McDonalds removing Fillet o Fish sandwiches from their menu because they no longer had the cash to buy fish.
  17. Quote:
    Originally Posted by Sith_Rose View Post
    Whoever asked about what Prometheus gave to Ermeeth...

    FIRE. It's FIRE. You know, the thing that got him strung up for eaglebait by Zeus?
    A valid question for City of Heroes lore is always "is that a metaphor or is that literal." It could be that in the CoH mythology, the story of Prometheus bringing fire to humanity is itself a myth based on some other "real" event or occurrence. Prometheus' antipathy towards the Well, for example, could in theory be part of that larger backstory.
  18. At the moment my biggest Lore-related questions are:

    1. What was Prometheus' agenda, and was the intention to eventually introduce the rest of his mythological pantheon?

    2. "When" did Ouroboros form, and why?

    3. Do all Earth's share the same Well, or do different Earths in different dimensions have different Wells? It was suggested that Primal Earth and Praetorian Earth actually shared the same Well. If so, why would the Battalion choose to attack Primal Earth to absorb Earth's Well, when so many other Earths appear to be so much less well guarded?

    4. Did Dr. Aeon's time traveling antics eventually cross paths with Ouroboros? Did they deal with him in the future, or did he eventually become a Mender?

    5. Why is the Praetorian Hamidon so much more powerful than Primal Hamidon? Was it the exposure to the nuclear war? That doesn't seem likely since Praetorian Hamidon appears to be significantly more powerful before being exposed to nuclear weapons. Did it have something to do with the earlier, Korean nuclear war? Or was something else special about Praetoria or Praetorian Hamidon.

    6. What was the next cosmic threat planned after the Battalion?
  19. Quote:
    Originally Posted by Zwillinger View Post
    I want everyone to please temper their expectations with the word "discussions". Please, don't take this to mean more than it does, at this point in time.
    You heard it here first: moon base coming in Issue 25.
  20. Quote:
    Originally Posted by _Pine_ View Post
    I believe people who had yearly subs got their subs canceled, and are now premiums. The only people that get this month as VIP are the one and three monthers. anyone else got chopped off.

    I am not even sure if the year subscribers are getting refunds.
    My main account is on an annual subscription. I appear to still have VIP status. As of ten minutes ago, my account is not showing the "become VIP" star, my characters have access to incarnate powers and inventions, and I have full access to test server and beta server character slots. Everything I expect a VIP to have access to I current do.
  21. Arcanaville

    Not Goodbye

    Quote:
    Originally Posted by Combat View Post
    Let me guess, the actual number of repetitions per second is closer to 7.576 times per second. In other words, Arcanatime. Right?

    Was this discovered before or after the server ticks were observed in animation? If before, it would have given us a different way to measure it (record for 1000s of Indomitable Will with the bug, check number of repetitions).
    Before. Made me want to test attacks. Then it occurred to me I could kill two birds with one stone: I farmed Immortal with a Rikti Soldier (near as I could tell, by the way, I was the first to suggest that idea on the badge-hunter forums) and recorded his swings. I noticed a timing pattern that caused me to do further testing with attack chains, and that's what led to Arcanatime.

    Although I was often doing and testing multiple things simultaneously, and in a synergistic manner, so linear explanations for what I tested and what I found tend to overlook important things. For example, it was trying to understand how Hail of Bullets worked (the animation specifically) that led me to, well, rip apart the animation system. That led to discussions with BaB that led to getting a lot of rooting time fixes into the game. And that led to a much better way for me to calculate the true theoretical rooting time of all attacks. And that *also* ultimately led to Arcanatime.

    Two different trains of thought, meeting in one place to reach one big conclusion.


    This also led to one of the most esoteric bugs I ever found. I discovered through a thorough analysis of the animation system that when female characters were hovering and used brawl they would punch slower than men. But only with their left hand: when they used their right hand the punch was just as fast.

    I secretly wondered if, after finding that bug, QA was told to make sure there weren't any others like it. Which, without the automation tools I had to check for them, should have given the entire group a nervous breakdown (there were nine of them, and I found them all anyway).


    Hey, that reminds me: TheNet, were you there when I gave Castle the list of all powers that reported the wrong type of damage in combat chat? I heard he gave that list to an intern to fix the spreadsheets with, poor guy. There were several *hundred* of them, and I wonder if QA was supposed to check any of that work.

    What is kind of funny about that list, and I was fully aware of what I was doing at the time, is that the list included both player and critter powers and most of them were critter powers. I'll let everyone think about that for a minute.











    Who actually sees the combat chat spam from critter powers? (the only people who would ever see these bug fixes are devs that take over critters during special events)
  22. Quote:
    Originally Posted by Fire Man View Post
    Wow, the petition is over 11 thousand signatures. You guys and gals are simply amazing!

    I've said it before, and I'll say it again: Thank you for giving us so much support right now! This is definitely the kind of ammunition we need.
    At this point, if you want to load me into a cannon and shoot me at the NCSoft offices, I'll go get a helmet.
  23. Quote:
    Originally Posted by black pebble View Post
    why didn't you tell me this two years ago???
    WHY DIDN'T YOU ASK TWO YEARS AGO?
  24. Quote:
    Originally Posted by Dark_Respite View Post
    Arcanaville, you now have me wavering as to whether I should refer to you as the Doyenne of Digits or the Snark Knight.
    I kind of like that.
  25. That's really cool. Yes, capes offer interesting challenges. When you try to make solid shapes out of them, they often end up with lots of holes. Also, capes are two capes back to back: inside and outside, which can be confusing at first glace as well.

    That looks practically good enough to Figure Print, if they supported this game of course.

    Incidentally, Figure Prints is the company that inspired me to look at this in the first place. I saw a video on them once: how they work is you give them your character details, they look it up in the WoW online character database, and use their own tools to basically rip the geometry right off the site with a DX ripper. Then they have special software that recognizes all (or almost all) of the Warcraft primitives, so they can use scripts to autoreplace those with ones they have already made print-ready by hand.

    If you think about it, our character bodies are basically all the same except for some scaling, so someone could make three generic models that match the CoH ones and reproduce what their scalers do. Then they could take all the costume parts one by one and export them, touch them up by hand so they are more print-ready, and make a database of them. Then whenever someone asks to print a character, we could take just the costume file and convert that into geometry from the library, and then print that. Posing would require a separate translation library of skeletal positions.

    That was my ultimate dream. Someone gives you a costume file, and a program turned that into a model and then printed it. You wouldn't even need to log the character in, all you would need was a costume file or an excerpt from a demorecord.

    There would be a lot of front-loaded work, but if Paragon went for it their own 3D modelers could help with generating more print-ready geometry, or alternatively feeding them into special blending scripts that would soften them into more print-ready shapes.

    What I mean by "print-ready" is certain things wouldn't print well. Floating geometry, for example, or things that are too thin. Some models would literally fall apart because they aren't actually fully connected. That could be fixed with small alterations that made the model have sufficient structural integrity.

    My guess was that if we could get the price point down to around $100 or so depending on size and complexity, they would have sold like hotcakes. Once we had volume, we could think about making smaller and simpler models more affordable.

    That would be for something like a fused deposition figurine. If Paragon popped for a couple of Replicators and used extrusion printing, we might have been able to eventually get the price down to about $40-$60. The big problem would be making them fast enough to meet demand at that price.