Arcanaville

Arcanaville
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  1. For what its worth, you have my support Tony. I don't know how realistic the endeavor is, but we might as well swing for the fences.
  2. Quote:
    Originally Posted by Jack_NoMind View Post
    I always sort of assumed 'life partner' was one, and 'drinking buddies' was another of them.
    I live 2000 miles from Mountain View. Can you telecommute a drinking buddy?
  3. Quote:
    Originally Posted by Kitsune Knight View Post
    Did... did you just repost the patch notes for the last 5 years?
    Some of those things were never acknowledged in patch notes. The AI change, for example, increased average critter damage by as much as 25% in some cases. Oddly, no one complained about the sudden increase in damage across the board.

    Another term I introduced into the lexicon of this game I was reminded of: Cascade Failure. I believe my complaints about cascade failure and the problem of defense vs resistance asymmetry for debuffs indirectly led to the devs introducing defense debuff resistance for SR and then other defense sets.
  4. Quote:
    Originally Posted by Shagster View Post
    X% Paying customer
    Y% Superfan
    Z% Unpaid volunteer consultant
    A% Contributor in area of your expertise
    B% Someone trusted to bounce ideas off of
    Missing three variables.
  5. Quote:
    Originally Posted by Shubbie View Post
    This might be in poor taste.

    But I always said blasters would never get fixed....
    Stratonexus must be having some mixed feelings today.
  6. Quote:
    Originally Posted by Second Measure View Post
    Thanks, everyone. We spent lunch reading the forums and reminiscing. I would like to say that it is a testament to the team that the mood in the office today was celebratory of our successes and camaraderie and not sad or angry.
    Cheers to my MAST homies still around: you, Television, and Black Scorpion. Its been fun.

    Drop me an email when you get a chance so I can get you to spill the beans on Project-X.
  7. Quote:
    Originally Posted by Rylas View Post
    Brown chicken, brown cow...
    I said complex, not sticky.
  8. I'm still not a dev.

    Although my relationship with the developers has always been ... complex to describe.
  9. Well, I guess now's a good time.

    Let's see. Excluding small numbers changes and bug fixes and such:

    - I suggested the Defense set procs be changed from unique to normal rule of five bonuses. Thus did LotG become one of the most sought after procs.

    - I suggested that tohit buff bonuses in the invention system be changed to accuracy buffs, and I suggested to Castle to investigate the existence of player accuracy buffs in the first place.

    - I suggested some of the power changes in the latest Martial Arts. Particularly, the "Eagle's Claw boosts your crit chance" effect was a suggestion I made a couple times over the years.

    - I'm responsible for some of the features in Real Numbers, in particular the tohit roll channel and the fact that combat attributes shows accuracy and tohit bonuses. I'm also partially responsible for encouraging pohsyb to "follow" pseudopet effects. I also specifically suggested adding a DPA field for attacks: real numbers was originally only going to show DPS.

    - I'm significantly responsible for AE custom critters, at least in terms of capabilities. Even now I'm not sure what I should say here, but I now feel comfortable in saying that they exist in the first place because I championed them and even got the devs to delay the AE so that they could be added. I'm also primarily responsible for the way custom critters are currently valued.

    - I long championed the critter accuracy changes that were eventually introduced in Issue 7.

    - The "base brain" AI of standard critters uses an algorithm I created to address issues with critters failing to use all of their attacks consistently in many cases.

    - I played a role in getting BaB thinking about DPA, and the net result of that was the various attack speedups that were added to things like weapon sets. As soon as he was comfortable understanding just how important cast time was, he began reducing it in cases he felt comfortable.

    - The fact that the reward message that shows on your screen when you get a salvage or recipe drop has a color identical to the type of drop was based on a suggestion I made in Issue 9 beta.

    - When Castle was expressed concern that the scaling passives Widows got might be too strong for a tier 1 power I suggested splitting them into Combat Training: Defensive and Foresight. Voila.

    - I strongly encouraged Castle to look at cast time adjusted formulas for attacks, and the result of that is Claws and Widows. Claws in fact uses a formula that is essentially identical to the one I proposed to Castle, but it makes an error when its translated to AoEs. The net result is Claws became an AoE monster. Oops.

    - I suggested some of the changes made to the control side of the Hybrid tree. In particular the fear+immobilize idea was an idea of mine to act as a way to synergize two effects into a pseudo hold.

    - Elusivity is almost entirely an invention of mine that pohsyb slipped into the game engine probably when no one was looking.

    - /ghide is the direct result of a suggestion I made to pohsyb when I learned about some of the global chat changes that were coming.


    I also think I helped a little push the devs to look at Blasters. I think the devs were leaning in that direction, but I think I helped the cause by drumming up interest in looking at them again. Also, the snipe-buffs-range effect was a suggestion I made to Arbiter Hawk. To bad we'll never know fully how those changes would have all come together on live.

    Also, Blasters, Arbiter Hawk said he liked the "nuke while mezzed" idea, but he thought someone would smack him upside the head if he allowed us to get away with that. I think we would have gotten it eventually though.


    I also invented the term DPA (damage per activation-second) along with a term DPC (damage per cycle-second) that no one uses (everyone just calls that "DPS"), and the term "immortality line" which was probably a mistake.

    I did *not* invent the term "arcanatime" - that was Werner.


    One other thing: when BaB posted a message saying he thought it was unlikely the code would easily allow power customization, I posted a reply that said it was possible, and outlined a precise way it could work based on my knowledge of the system that BaB helped to inform in the first place. Although I was not to my knowledge responsible for the actual work done in any way, its fair to say I did at least predict precisely how it could work, because it does work in exactly the way I described then.


    Oh, and I was the one that prompted Shonuff to make that signature icon. One of my cooler contributions.
  10. Arcanaville

    The "Why"

    Quote:
    Originally Posted by Starsman View Post
    Such "perpetual right to renew" can "easily" be worked around by demanding more money than you know your licensee will ever be able to afford, though. We saw that recently happen to Direct TV with Viacom. The 5 year thing may be too big for what I have seen (personally, outside government contracts all government contracts I seen have a 5 year window) but the negotiation may just have gone too expensive this one time around.
    In that case, the amount would be negotiable in the contract because both sides do not know what the value of the content will be in five years. But in this case, I personally would not have signed the contract without a right to renew at a specified cost. The value of the original game engine cannot rise, separate from inflation.
  11. I will be here until the end. I was crunched by MxO. I expect to be eaten by Mot right before the servers disconnect my session.

    Its sad to know it will all end, but I always knew one day it would all end. Whatever the devs decide to do with the last few months, I intend to see as much of it as I can.

    Of course, I'm not going to be leveling that level 18 Dual Pistols blaster. But there are a few things yet that I haven't done, and there is no other time but now to do them.

    And there are some things I want to make sure I get to keep when the game goes away. Pictures and recordings and just stuff I've poured into the game. I'm going to be doing a lot of that in the coming weeks.

    It just occurred to me I have tons of demorecords that will soon be nothing but strange text files. I need to record them to video while I still can. They can take the servers away from me, but they can't take everything away.
  12. Arcanaville

    Salut!

    Quote:
    Originally Posted by Angry_Citizen View Post
    Um.. sorry guys. I guess I'm a really effin' bad omen?
    Actually, I think Stratonexus was in cahoots with NCSoft because he didn't want to lose our bet and I24 was coming up fast.
  13. Arcanaville

    The "Why"

    Quote:
    Originally Posted by Tic-Toc View Post
    I don't believe this is accurate. As far as I know, NCSoft wholely owns the CoH IP. There was a license agreement for the engine in place, ie. Cryptic still owns the engine and licensed it to NCSoft/Paragon...but I wasn't aware of any 5 year term on that.

    I may be misinformed, but I only work here...I'll ask Jack about it next time I see him.
    Even if there was a license term limit, I cannot imagine anyone being dumb enough to sign such a license without a perpetual right to renew: it would allow someone else to one day just pull the plug on you at any time. And the cost to renew would be ammortized according to generally accepted accounting principles, which means the cost to operate in 2013 would be no different than in 2012 even if such a license renewal was required.

    Unless NCSoft keeps all its cash in a coffee can and pays its license fees in quarters, that seems unlikely to be a material reason for a shutdown to me. But stranger things have happened.
  14. To me, this game is like the movie Tropic Thunder.

    On paper, Tropic Thunder is a stupid, insulting, predictable, movie with a cast of actors that shouldn't share a plane ride much less screen time.

    In actuality, its crazy-broken in all the right ways. City of Heroes was crazy-broken in so many right ways. Robert Downey Jr. in black face is not supposed to be funny. Its hilarious. 400% recharge is not supposed to be possible. Its ridiculously fun.

    My fondest memories of this game involve things that not only don't happen in other MMOs, not only can't happen in other MMOs, but would probably get people fired in other MMOs for letting it happen. There, its unbalanced. Here, its Wednesday.

    A lot of people think I wanted a numerically constrained game. A "balanced" game in the same manner other MMOs are balanced. But that was never true. I only advocated having the quantitative precision to hit the target the devs aimed for. I never specifically said what that target should be most of the time. What I always wanted was to preserve and protect that crazy-fun, by making sure it stayed within the tolerance of the devs so they *wouldn't* have to curtail that crazy-fun.

    In other words, I didn't want to ban alcohol at the party, I only wanted a designated driver. And I think this game sometimes deliberately and sometimes accidentally tended to do that: to let us have our fun within limits, rather than dictate the precise performance everyone was supposed to have. The players didn't always agree with the devs when they placed limits on that, but the devs did consistently give us a very wide playground to play in.
  15. Anyone wants to contact me after the lights go out, I maintain an email account for this game at coharcana at gmail dot com. I don't check it constantly, but I do periodically and I intend to maintain it indefinitely.

    That goes double for the dev team: those I had the privilege of interacting with, and those I did not. Even that guy that tattled me out to Art way back when. Yeah you: we're cool.
  16. Arcanaville

    Salut!

    Well, if you were going to ask me engineering questions, you might want to hurry.

    Although PM me, and I'll give you a more permanent way to do that.
  17. Quote:
    Originally Posted by Neuronia View Post
    Castle can go to hell.
    He only got as far as Maryland.
  18. Quote:
    Originally Posted by Positron View Post
    I can vouch for that really being Chris (BAB) and Floyd (Castle).

    We're at lunch now. I'll post more later but I am sharing your thoughts with the team.

    If we still have forum access next week the writers and I will do an "ask us anything" about CoH lore. And we mean ANYTHING lore related. If we not know it we'll make it up on the spot.
    And in return, I will do an "ask me anything about the devs" thread.

    'Cause I'm not going to let all those great stories go down with the ship.
  19. Quote:
    Originally Posted by Aett_Thorn View Post
    Are you guys all only allowed to post from your own game accounts now?
    Well, Castle and BaB don't work here anymore, so they don't have red name accounts. But its possible the other devs have ... limitations on their communications channels.

    If that's the case and neither PM nor corporate email will reach you anymore, to all the devs I've chatted with, worked with, or argued with, if you want to reach me drop me an email. Zwillinger should have it, and these two ex-patriot devs should as well.

    Edit: and apparently I've suspended my "read the entire thread before posting" rule. Oh well, school's out anyway.
  20. Quote:
    Originally Posted by Beau_Hica View Post
    Any ideas on making a TTL calculator?
    Yes.



    My idea is that in the long run, writing code that calculates the values is probably better than attempting to do the entire thing in Excel.

    (That's not a joke by the way, that's my I13 defensive secondary proliferation spreadsheet partially updated to I23, or rather a picture of it. Don't make the same mistake: a mind is a terrible thing to waste.)
  21. Quote:
    Originally Posted by Beau_Hica View Post
    Aha, I was expecting to see something similar to what Arcanaville posted, but it was late here and I didn't have the strength to figure out what I was doing wrong.

    What I did realize, even with the wrong numbers, was having the extra -resist is the same as having +damage. So having +resist is effectively having -damage. So having -damage is effectively the same as having +resist... only it will allow a player at 90% to "go over the cap".

    After all this is said and done, and looking back at Arcanaville's post... I have to redact my previous 3 statements. With a caveat.

    With a 20% -Resist buff, 90% Resistance is >45% defense.
    Actually, no. Assuming both characters are actually under the influence of that debuff, both will take 20% more damage when under the influence of a -20% resistable resistance debuff (and essentially all normal critter debuffs are resistable).

    The resist set will resist 90% of the debuff, reducing it to -2%. Their effective resistance will then be 88%. The defense set will not resist the debuff, and their resistance will be -20% resistance.

    The damage formula for resistance is Net Damage = Base Damage * (1 - Resistance).

    For the resist character, that will be Base Damage * (1 - 0.88) = 0.12 * Base damage. That's 20% more damage than before, when they were taking 0.10 * Base Damage: (0.12 * Base) / (0.10 * Base) = 0.12/0.10 = 1.2 = 20% more.

    For the defense character, that will be Base * (1 - -0.2) = Base * (1.2) = 1.2 * Base Damage which is also 20% more than before.
  22. Quote:
    Originally Posted by Jack_NoMind View Post
    Well... no, the magnitude of time expressed as a percentage of your HP is not particularly relevant.

    I realize that isn't what you meant -- you meant that a smaller event interval grows more significant as the percentage of health lost per event rises -- but it is what you actually said.
    Actually, what Uberguy said was that the more continuous - and thus less bursty - damage and health recovery are, all other things being equal, the less likely it is that an unlucky burst will kill you quicker than the average calculations would predict. Which is true.

    In other words, 100 dps sent to you as 1 attack dealing 1 point of damage every 5 milliseconds with a 50% chance to hit is much less dangerous than 100 dps sent to you as 1 attack dealing 1,000 points of damage every 5 seconds with a 50% chance to hit, because the first case is much more likely to generate rates of damage very close to the calculated average most of the time. The second case is almost *never* going to generate exactly the calculated damage in any short stretch of time.

    The delta Uberguy is referring to is the damage delta from moment to moment, not the time delta.
  23. Quote:
    Originally Posted by Beau_Hica View Post
    Resistance Based:
    1000*.75(Capped Scrapper Resistance)-1000*.50(0 Defense)= 250 Damage Resisted. 750 Damage taken.
    1000*.90(Capped Tanker/Brute Resistance)-1000*.50(0 Defense)= 400 Damage Resisted. 600 Damage Taken.

    Defense Based:
    1000*0(0 resistance)-1000*.05(Defense Cap)=950 Damage Resisted. 50 Damage Taken.
    Whoa. So that isn't correct. In fact I'm not precisely certain what you are doing with those numbers.

    I'm so not sure I'm going to start from scratch. Suppose a critter attacks you 100 times with an attack that hits for 100 points of damage base. If this is a normal critter with base tohit, then 50% of those attacks will land by default with no defense. We then have:

    0% resistance, 0% defense:

    100 attacks * 0.5 basetohit = 50 attacks land.
    100 points of damage per attack * (1 - 0 resistance) = 100 points of damage per attack.
    Total damage = 50 * 100 = 5000.

    75% resistance, 0% defense:

    100 attacks * 0.5 basetohit = 50 attacks land.
    100 points of damage per attack * (1 - 0.75 resistance) = 25 points of damage per attack.
    Total damage = 50 * 25 = 1250. That's 25% of 5000, which means this player takes 25% of the total damage someone with no defense and no resistance would take. That's what we call "75% damage mitigation"

    90% resistance, 0% defense:

    100 attacks * 0.5 basetohit = 50 attacks land.
    100 points of damage per attack * (1 - 0.9 resistance) = 10 points of damage per attack.
    Total damage = 50 * 10 = 500. That's 10% of 5000, which means this player takes 10% of the total damage someone with no defense and no resistance would take. That's what we call "90% damage mitigation"

    0% resistance, 45% defense:

    100 attacks * (0.5 basetohit - 0.45) = 5 attacks land.
    100 points of damage per attack * (1 - 0 resistance) = 100 points of damage per attack.
    Total damage = 5 * 100 = 500. That's 10% of 5000, which means this player also takes 10% of the total damage someone with no defense and no resistance would take. That's why we call 45% defense also "90% damage mitigation" (at base tohit). Aka the soft cap.
  24. Quote:
    Originally Posted by Neuronia View Post
    I basically went to the middle of the first list, cut and paste until I got two codes. Friend did the same on other list. There must be hundreds of codes out there so...
    At the moment there are 4572 codes posted in this thread for NA and EU combined. There are 3572 thread views on this thread, and they are obviously not all unique. Assuming most players took one code some took a couple, and factoring in some invalid codes, my guess is that there are between five hundred and one thousand unclaimed codes at this moment in time, about 10%-20% of the total.

    At the rate threadviews is increasing, unless there's a run suddenly, I think there's still some time left to find a code before they are exhausted. Of course, that has a very large margin for error, so I wouldn't dawdle.
  25. Quote:
    Originally Posted by MriBruce View Post
    I haven't tried out gravity/ since its overhaul, and would like to. The character will mostly solo. What would be a good secondary with it?
    I happen to love my Grav/Time controller, but I admit its a concept build. For soloing, I would want a debuff focused secondary. Grav/TA would be high on my list in terms of soloing performance.

    Alternatively, if you're into high order mezzing, Grav/Storm has some interesting synergies: you can stack wormhole's disorient on Storm's stuns, and you can do things like wormhole things into a corner and trap them with hurricane.

    It kind of depends on what you're aiming for when you solo.