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Fairly early in the beta I posted something here basically saying it was a good single player game, but a poor MMO, and no one seemed to understand back then how that could be possible - nor could I really elaborate then.
But I think there are a lot of important design lessons to learn from that game, because they did so much right, and so little wrong but they were the wrong things to get wrong. They were foundational things that you can't get wrong in my opinion. That game does an exceptionally good job of reminding MMO developers what you can mess with, and what you cannot mess with unless you are geniuses. -
Quote:But I didn't suggest you unsubscribe because you no longer enjoy playing the game. I suggested that anyone who feels Premium play offers a better value proposition should unsubscribe and play as a Premium player. You've interpreted that suggestion, at least apparently, as tantamount to suggesting you cease playing. I don't think anyone who suggested dropping down to premium is suggesting that.I understand the system, I just don't agree with how it is set up. I subscribed because I liked the game and I wanted to reward the developers. If I unsubscribe because I no longer enjoy the game, why would I continue playing?
If you don't enjoy actually playing the game, I have no recommendation for you because I would not play a game I didn't enjoy playing, and can offer no advice to someone asking if there is a reason to do so. -
Quote:Ice can stack its single target mezzes while Psi blast cannot. Ice also stacks significant movement slow which can keep single targets out of melee range effectively. Ice also has two AoEs to Psi's one that have mitigation: psionic tornado vs frost breath and ice storm. The afraid in Ice storm offers comparable mitigation to the 50% KU chance in tornado and lasts longer (the KU in tornado either happens or fails to happen right at the start, whereas Ice storm's effects last as long as the targets are in the patch which has 15 seconds duration). That gives the edge to Ice in my opinion, before we count nukes. And I think Blizzard offers better mitigation than Wail. Wail is good, particularly its long-lasting -recharge, but even factoring the slightly better recharge I would only consider Wail to be better mitigation than Blizzard if you slot the heck out of the stun.Dark: -to-hit; cone KB; ST hold; heal; cone immobilize
Psi: -recharge (-30%); ST KB (high chance); ST Sleep (high chance); AoE KU; And the Nuke is a 25 Radius Stun
Ice: -recharge (-20%)/speed; 2 ST Holds; Nuke has a high chance of doing Knockdown
Where's the better mitigation? Are you serious? What's your agenda against Ice, because I can't believe you actually see better mitigation.
On a visceral level, I tend to feel more mitigation from Ice than Psi, at least in I23, probably because on paper strong movement slow tends to be underrated, but I find it to be more valuable than that in practice playing ranged characters. -
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The second game the Cryptic team worked on after this one, and the first that saw the light of day.
I wish I knew more about the first one. I only have sketchy fragments that I'm not really supposed to know in the first place. Because I have a feeling Cryptic learned or believed they learned a design lesson working on MUO that involves power system complexity, and that translated into making CO's power system much, much simpler.
Then they added crafting on top. But I think the evolutionary process from City of Heroes to MUO to CO would be an interesting one to study, because its a rather unique situation where the same company with overlapping design people created essentially the same MMO three times in a very short span of time, but *not* as part of a connected series (meaning, it was the same game in broad strokes, but conversely they were not allowed to reuse specific content or implementation - they had to redo the same basic MMO concept from scratch three times, which means they had to completely rethink the problem three times). -
Quote:There are times I wonder if all of the original code was written by the terminally ill, because it seems practically every line of code not written after launch was written by someone no longer reachable on this plane of existence.What's the problem? you ask. Well the original dev that created the bases no longer works for the company and he didn't document what he was doing, so the devs are left with a horrible mess of spaghetti code that crashes whenever they try to change things.
Which is why when they tried to modify the physics engine code, gravity started working like static electricity in the game, and then *that guy* appears to have taken the first rocket ship to Pluto. -
That statement is self-contradictory. And I'm a tier 9 vet that wishes I could use reward tokens to buy character slots because I keep running out.
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Quote:That was never the stated goal in any public statement or conversation I had with Paragon. The belief was that many new players who tried the game as a premium or free player would eventually subscribe, but there was no specific intent to retain subscribers as subscribers.The *point* is that the system should be set up to encourage everyone to become a subscriber and then remain subscribed. That *is* the goal, isn't it?
The only intent was to retain them as players. But the system was *explicitly* designed to allow players who had been subscribers to drop down to premium status if they felt that provided more value. And in fact the system explicitly makes that easier by providing long-term players with an increasing set of rewards that unlock things premiums would normally have to pay for, in effect making it easier to drop to premium.
That's the *reward* for being a long-term customer: at some point you no longer have to pay for certain things. For some players, that means its cheaper to play ala carte, because the content VIPs are entitled to are not the things they want, and the things most premiums have to pay for they no longer have to. But the system isn't specifically *encouraging* players to unsubscribe any more than trade schools encourage people to drop out of college. Its just making an option available.
Quote:Believe me, I have heard the entire thread screaming at me to unsubscribe.
VIP customers will pay something premiums won't pay - the subscription. In exchange, they will get a bucket of stuff. That bucket of stuff won't always be judged to be worth the subscription by all players. That's 100% unavoidable: different people will judge things differently. For those people, subscriptions may not be the optimal choice. That is also 100% unavoidable. If you happen to be one of those people, that doesn't mean the system is broken. There have to exist such people. -
Quote:Specifically for Fire/Energy:I am needing to update my build for I24 but what should I keep in mind when rebuilding booster?
1. You want Conserve Power. Its now Energize. It can be made perma and offer continuous endurance discount. And it buffs regen: you can slot it for up to about +330% regen (this doesn't stack). And it has a heal: about 10%. Base recharge is two minutes.
2. The heal is buffed by power boost. You might want power boost. Power boost also boosts tohit buffs, if you choose to build for fast snipe, power boost plus tactics plus kismet = fast time while PB is up. PB + BU + Aim = perma fast snipe if you have enough recharge.
3. Inferno no longer crashes. If you stick with the high recharge build, you'll probably be able to get Inferno down to about 36 seconds of recharge. Have fun.
4. Blaze now has 80 feet of range. If you're staying blapper, not a big deal.
5. Any time you have +22% tohit buff Blazing Bolt will fire without interruption and with only 1.67 cast time (basically, the interrupt window goes away). This is the "fastsnipe" mentioned above. If you care about having two attacks that can shoot through mez, keep Fire Blast. If you don't, and you want more single target firepower, *and* you want to build around getting to 22% either perma or just often, take blazing bolt instead: the DPA will be far higher when its in its fastsnipe mode.
6. All procs become PPM procs. Because of the way those work, reducing their percentage in fast powers and increasing them in slow recharging powers, slotting things like the BU proc in Build Up or Aim can cause it to fire almost always (or at least hit the 90% proc ceiling) which can add a significant burst punch to those kinds of powers.
7. If you want more recharge, consider replacing Decimation in Flares with ATIOs. Decimation offers 6.25% recharge. The standard ATIO set offers 8.75%. The catalyzed version offers 10% recharge. I don't recall if the ATIO bonus is identical to the normal purple bonus; if so you can't use the catalyzed version due to the rule of 5, but you can use the non-catalyzed attuned version. There's also another ATIO set coming in I24. 7.5% recharge in the attuned version.
8. Since you won't need as much recovery or regeneration if you take Energize, you can afford to look into the new Heal set coming in I24: preventative medicine. It has a proc that has a chance to automatically buff you with an absorb shield. The chance is low, but rises as you lose health. By the time you hit 30% health, the chance is 100% you'll get the absorb shield buff (it can only fire once every 120 seconds).
That's all I got off the top of my head. I'm sure I missed something: there are a lot of changes happening in I24. -
Quote:There's a difference between not requiring skill, and not being able to exhibit skill. I believe there are lots of opportunities to exhibit skill in this game. It isn't necessary to survive and level. It can allow you to do things other players can't. Those things aren't always represented by rewards unique to that level of skill. But those things exist nonetheless. There are players that play support characters better than others, that lead teams better than others, that fight better than others. When that skill doesn't exist, the team can still earn XP, get to the end, finish the mission, and collect rewards. But the playing experience which doesn't show in the reward stats is different when playing with skilled and unskilled players.I haven't read many posts in the thread but I'll offer my opinion on the matter of skill in an MMO:
They don't require much.
Skill often has no footprints, but it casts a very large shadow. -
Quote:The moonbase and base window idea are not likely given the technical challenges and previous dev statements, but 3 and 4 are theoretically possible. I suspect 4 is more in line with broadsword than titan weapons though.Not really any new powers (Already enough of those)
But I can list off some ideas I have.
1.) I wanna go into space! Make an issue that is on the moon or something (though I dunno the need to use space helmets with characters that don't need helmets or that need them) and have AE missions have surface of the moon or some moonbase.
2.) Give us windows for our SG bases, would be cool to have a space-station, or something underground, or underwater.
3.) A Boss-Fight that is essentially a UFO, you can teleport on its back and ground it when it's "defeated" (I know, Ukon Grai, but this one isn't grounded!)
4.) More medieval looking weapons in Titan Weapons, I want a big ol' William Wallace claymore!
That's all I got so far!
Not to dishearten you or anything, but I suggested something like 3 in 2004. Some suggestions take slightly longer than others to be realized. -
This is all very interesting, in a random sort of way, but to me the value proposition for VIP status comes down to a very simple calculation.
I pay annually, as RemusShepherd does. I therefore pay $143.40 for one year sub. That sub comes with 6600 points.
The very best value proposition for a Premium player is to buy points $100 at a time, acquiring 9600 points for $100. That's 96 points per dollar. That means on an average basis my sub would have bought 13766 points.
The difference is 7166 points. The question is do I believe that what I get for being a VIP is worth 7166 points. In the last year, VIPs received eight powersets included with their subscription. That's worth close to the 7000 points right there. Before I count base access. Before I count the Incarnate system. Before I count inventions, SSAs, costumes, and all other content. Before I count character slots which VIPs get a lot more and I would have to fill in. Before any of that, I'm very close to breaking even just on powersets alone - based on the calculations above, within $15.60 of breaking even over an entire year, just on powersets alone. In other words, factoring in nothing else, I'm really paying $1.30 a month to be a VIP, relative to what a Premium would have to pay just to catch up with me through powersets. That buck and change is paying for base access, incarnate access, SSA content, server slots, VIP beta access, VIP costume sets, VIP paragon rewards, and VIP forum posting access.
Its honestly not worth doing the math to figure out much more than that. I would have to get hit by a bus to fail to break even. So for me, someone that actually plays the game a lot, plays the content, makes alts, plays the different powersets, tests things in beta, and uses lots of costume creator options, the choice is stupidly obvious.
Now, someone that doesn't play all the content, doesn't want to participate in the incarnate system, doesn't create a lot of alts, doesn't use a lot of options in the costume editor, may not get as much value from being a VIP. For them, being Premium might be more cost effective.
They should unsubscribe. That's what the option is there for.
Premium players aren't just people who never subscribed. They are also long time subscribers that have decided they don't need or want everything within a subscription, but they still want to play the game. For them, the premium option makes sense, and there's no shame in taking that option. Calls to act punitively against Premiums isn't just a question of long term players verses people just "buying their way in." Its also about whether long term players, people who have paid and subscribed for years, should have the option to pay less and play less, because that's more suited to their gaming preferences.
I see no reason why that should not be the case. If you think premium is a better deal, it might be. For you. VIP might be the better deal for others. That is exactly as it should be. One size does not fit all.
But for me, and players who play the game remotely like me, the odds of Premium being a better deal than VIP are extremely low. -
We have only one datapoint anywhere in the world that directly and unequivocally addresses the question of what happens when you eliminate class distinctions from an MMO but for the most part keep most of the other major structural design decisions similar, and that datapoint confirms bad things happen. Everything else is theoretical, but whether it *can* have extremely deleterious effects on the game is not theory. Its history.
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More blasts from the past.
When Jump Kick was cool:
Still waiting...
Here's my friend, herding the Freakshow in Creys:
Like really, really herding them:
How many Freakshow you ask? All of them, I think:
Take note, by the way, that's my perma-Elude MA/SR scrapper, with fortitude not going anywhere near that dogpile. 120 Freakshow all attacking me at the same time would have vaporized me right through Elude.
That's not a guess. -
As a general observation, one issue the thread appears to be dancing around is why in general should the game put any "unnecessary" hurdles between a player and their complete character design concept.
The answer is: this game is about development. We don't have some powers available at 8 and some at 38 just because we don't want to confuse players. We do that because power progression and level gating is part of the gameplay of the game. I understand the desire to create a fully realized and fully formed character as early as possible, but this game isn't designed around that principle.
Addressing the OP, I don't think all of the restrictions we operate under are "training wheels" that were only necessary because we as a playerbase were uneducated. Sure, the original devs believed strongly that it was important to control options to prevent players from making objectively bad decisions, but in the same way the game itself outgrew their original notions of conventional MMO play, many of the limits within the game such as archetypal constraints and power progression constraints also grew to become integral to the long-term survival of the game. They became fundamental to the replay value of the game, and I consider it an objectively proven statement that when the original devs attempted to remove those limits in their next venture, every theoretical problem associated with removing those limits became fully realized.
We tamper with them without fully understanding their value at our own peril. What only damaged a brand new game would probably destroy this one.
In either event, while the details surrounding the idea are suspect, its also true that in general the devs have been moving to more "self-sufficient" characters, and that's not a new trend. It started with CoV, if not earlier. Cov was explicitly designed with the Trinity Axiom removed. All CoV archetypes are explicitly designed to be self-sufficient and not require teaming to realize their potential. CoH archetypes, pre-existing that design ethic, have been slower to move in that direction, but have done so over time. Tankers are doing over 50% more damage than they originally did between archetype modifier changes and secondary set changes: they do more damage now than release-blasters did. Controllers deal far more damage outside of pets than they used to due to containment, which in net effect places them into a comparable damage space as Corruptors. Even Defenders do more damage solo, and recent changes are targeted at making Blasters significantly more survivable.
But I think its important to note that just because the devs are heading in the same direction, doesn't mean they intend to go to the same destination. I don't think the devs believe the primary goal of this game is to allow people to make whatever comic book character concepts they want, regardless of how powerful they are. This game is a game first, and comic book inspired second. In much the same way a computerized version of the HERO system would be a complete disaster, a computerized version of whatever every comic book author decided to make up over the last fifty years would be equally disasterous for an MMORPG.
The question is a matter of degree. To what degree do we compromise in different areas to gain the best possible game with the best possible ability to represent comic book inspired character concepts. Its not a question of evolving past one of those requirements, its a question of refining the balance between them. -
Quote:I would go Staff. The case for staff:I have decided to create an Electric armor Tank as my most beastly experiment yet. (Thanks for the replies in that thread). What secondary would go the furthest in adding to Electric Armor toughness? Dark brings a nice heal, although the Buff seems a little wasted. But I could run all 3 leadership toggles, manuevers, and possibly maybe focused accuracy. Dark consumption, Energize, and conserve power would preserve my blue bar nicely.I have just about talked myself into this obviously, but does anybody else have a good/great pairing?
1. +15% Def(Melee,Lethal) in Guarded Spin. That offers a different layer of protection to supplement Electric's resistances.
2. Eye of the Storm's knockdown is additional damage mitigation
3. You have two strong additional defensive options:
3a. In Form of Mind you'll get a recharge buff that will help recharge Energize and Power Sink
3b. In Form of Body you can gain Sky Splitter's +10% Res(all) buff which would stack nicely on Electric Armor.
On top of that, Staff has good AoE out of the box which will help with aggro, and Serpent's Reach, while looked down upon as a low DPA attack, would serve a tanker well as effectively a single target ranged taunt. -
Quote:Water is really good, but one thing that I don't think Ice is being given enough credit for on the mitigation front, at least at higher levels, is that Blizzard isn't just a nuke, its a 15 second duration knockdown patch. 170s recharge in I24 means even with just SOs it could be slotted down to about 85 seconds of recharge. About 70 seconds on average with Hasten also slotted with SOs. That's a remarkable 21% uptime, and we're talking about a nuke. I think the jury is still out on Ice's overall I24 mitigation. We didn't really used to count Blizzard as mitigation because it crashed and had long enough recharge to make it immaterial in most comparisons, but we really should count it now.Then I misunderstood your argument and apologize. I have heard other say that Ice deserves to be last in damage because of its mitigation which is nonsense. Dark, Water, Psy all have comparable mitigation and look to have better damage after the snipe changes (Water is just plain better right now).
I'm not saying Ice should be on the bottom offensively. Someone has to be, but I'm not saying necessarily it should be Ice. But I do think Ice is gaining more than people are crediting in I24 because its "just" Blizzard.
One of the most powerful powers in the game. -
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Quote:Although, what I find strange is that if EB's KB was really radial from the target, you'd think you'd see a critter knocked towards you at least once, but even though that never actually happens in practice, the illusion that EB's KB is radial is still very strong.Explosive Blast does, in fact, knock enemies directly away from the caster - not radially. However, I believe the occurrence of this common misconception that the power has radial knockback is due to two factors: one, its explosion FX look like it should push everything out from the middle, but less obviously: two, if you are hovering overhead when you activate the power, the group will scatter radially. This is because the vector between you and each critter in the group collides with the plane of the ground, and vectors with slight leftwards leans (critters that were slightly to the left of your target from you) push those critters to the left, and vice versa for those on the right.
Quote:In regards to the OP's question, I would probably never make an NRG/* build without both of them. -
Quote:The problem is that its relatively easy to make both single characters and teams of characters essentially indestructible. Not almost indestructible: absolutely indestructible to all reasonable threats. The game allows us to build and buff to extremely high levels of power, and the corner cases are simply too extreme to balance around normally. So this is not a "creativity problem." You really have only three choices:4.) No more unresistable, indefensible damage.
We have exotic damage types for a reason- Toxic and Psionic damage should be doing plenty for Dev's to have options to design challenging content. If you think everything you can think of is too easy, that doesn't give you license to stop being creative and start cheating. It's not fun to build a high end Tank, only to have it trivialized by a type of damage that doesn't even exist in the game for players. This goes for defense too- No more "unpositioned non-existent-because it's-special" attacks.
If I have 45% defense to melee, ranged and AOE attacks, I don't care if the attack is Psionic, Lethal or Gubbly-Gobbly-Marauder-Chugged-A-Beer. I don't expect it to have more than a 5% chance to hit me. It's just illogical, and it goes against everything that we've learned by playing the game. No attack from an NPC should be indefensible. That's not intuitive or challenging, it's just a cheap trick.
When explaining how defense and resistance works to new players, should I be saying, "Building defense is awesome! Until you get attacked 3 times, and all your defense is gone!" Or, "Tanks are really survivable, they can protect their team by being on the front lines! Until a damage type that doesn't exist one shots them!" Or, "This Scrapper will do awesome damage! Until he gets hit with a certain kind of power that makes it so he can't even HIT anything, and then he'll just die!"
None of these things are good. Please fix them.
1. Take away that maximum defensive capability, and all that implies. The law of unintended consequences will guarantee that when you take away the absolute high end, that will ripple down to the concept builders who will also be nerfed.
2. Increase the raw numbers of the critters. Its not hard to just increase damage until it can penetrate high resistance. Just ask Bobcat. The problem is that by the time damage gets high enough for min/maxed tankers to notice, its also obliterating everything else. The problem here is dynamic range. The strongest possible defensive builds are several orders of magnitude stronger than even the median defensive build. You can't really design threat around that wide of a dynamic range of character and team ability without something to attenuate the range of performance you have to design around.
3. Metagame. Use mechanics and metagames to level the playing field. And to be honest, unresistable damage is no less gimmicky than up/down/left/right to break mez. The latter just appeals to a different kind of gamer, but it also turns off gamers not interested in that form of metagaming.
The metagaming the devs add to the content isn't always optimal, but that's not the same thing as saying those mechanics should never be used. The alternatives are generally less palatable overall.
Plus:
Quote:If I have 45% defense to melee, ranged and AOE attacks, I don't care if the attack is Psionic, Lethal or Gubbly-Gobbly-Marauder-Chugged-A-Beer. I don't expect it to have more than a 5% chance to hit me. It's just illogical, and it goes against everything that we've learned by playing the game. -
Quote:A bit oversimplified, Elusivity is basically negative accuracy. Its just that accuracy is a property of the attacker, while Elusivity is a property of the target. If you, as the attacker, have "+20%" accuracy, you know that whatever your net tohit is after tohit buffs and debuffs and defense buffs and debuffs are all factored in, your final tohit is 1.2x that, up to the 95% ceiling. If you, as the target, have "+20% Elusivity" you know that whatever your net tohit is after tohit buffs and debuffs and defense buffs and debuffs are all factored in, your final tohit is 0.8x that, down to the 5% floor.Incidentally, can you remind me what elusivity actually is? Just "negative accuracy" or am I forgetting something?
The mechanical consequence of this is not that you become immune to tohit buffs, but rather in the same way that heightened accuracy affects defense sets and resistance sets in the same way (+20% accuracy means everyone gets hit 20% more often, and takes 20% more damage on average, barring corner cases), Elusivity "sees" increased accuracy and increased tohit as basically the same thing, and reduces all critter incoming attacks by the same proportional amount, whether they hit more often due to increased accuracy or increased tohit. -
Quote:It would also be adding a cascade failure mode to SR and I don't think most SR scrappers would appreciate that.Elusivity to Elude sounds nice, but if anything I'd like the scaling resist in the passives to be reversed, but have their percentile thresholds limited further.
At 100% you have (or nearly have) capped resistances. By around 80-70%, it's all gone. It would make more sense for the first hit or so to be shrugged off while the following ones cripple you. Presently, you're just being beaten down to near death before any of the resistance applies at a reasonable level, and by then the next hit is going to drop you either way.
This would allow specing for defense (or using elude to counter high to-hit), resistance, and regen to be viable options, in addition to making allied heals more useful.
The scaling resists are not in fact as worthless as you describe. At, say, 30% health remaining the passives are up to 30% resistance, and 30% resistance is more than many resistance sets get to non-s/l damage by default. And that's inside SR defenses which block most hits from landing. In most real-world game situations the scaling resistances offer a significant increase in survivability all by themselves. With no other resistances, a single hit would need to deal damage equal to about 43% of your health bar to kill you through the scaling resistances at 30% health. If you're getting hit by attacks of that magnitude, you're going to be 3-shotted either way. -
If I remember correctly, I think the Rularuu spawned at the top of the level range of every zone they spawned in, but also had a minimum level of 30. So if you encountered them in a low zone like Skyway, they would just turn you into paste.
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I wouldn't call it rare, insofar as non-positional psi is a significant percentage of all psi damage in the game. Its rare only in the sense that psionic attacks are rare.