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Quote:We had more damage, and when I saw very few people die after the call to spawn Lore, I knew we had it. What stopped us in the past was either not having enough damage period, or in a couple cases we probably had the damage but the league did not have enough practice dodging lightning and the lore pets all died too quickly. This time most of the Lore pets were hammering Tyrant throughout the final phase so his health was not bouncing back up as high. Once we could sustain keeping him in the low 20s, it was just a matter of timing.It was amazing. It was all I could do to keep my hands from shaking when we faced Tyrant. The contrast from previous attempts to last Sunday was quite remarkable. Makes me wonder what was so different. Ultimates? ATs?
Demorecords don't visually show interface elements, but maybe I can extract Tyrant health from the data because I had him targeted the entire time. Might be fun to superimpose an estimate of his health on the video, if I can figure out how to do that. -
When I saw Swan go down in about 65 seconds, I knew this was going to be the one. I didn't video it because my PC was acting up and lagging funny prior to the run but I did demorecord it, so I'll try to get a high quality video of the run uploaded to youtube in a day or so.
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Quote:Actually, it was not and that does not. Account verification was mentioned as part of the process by which the *servers* validate that an authorized client is accessing them. However, the defendant was not accused of bypassing controls to WoW's servers. Blizzard's argument was that as part of the overall process access to copyright work in the client is protected by technological means to authenticate the validity of the client which the rogue servers essentially bypassed. A priori proof that the account authentication mechanism does not protect the protected works in the client is the obvious fact that any authentication information will allow the client to work if connected to a different server.Sorry for late response...i somehow glossed over this for some reason.
The part about circumvention was the authentication (account verification) system which all subscription games have including CoX.
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The Blizzard complaint goes into more detail on their authentication process and i'm sure NCSoft has something similar.
My assessment of the technological access and authentication controls within City of Heroes is that there is no such technology to assess. -
Quote:Upon reviewing the current EULA for City of Heroes, the issue may be moot:Maybe it'll help if you link the specific passage you're referring to.
The one i keep finding does mention transfers of copyright ownership is valid only if it's in writing and signed...which can be argued that it's in writing (eula) and signed (click).
Sounds like that could be an interesting court case to watch.
EDIT: Of course i'm not talking about a previously copyrighted character that the owner decide to recreate in-game since that violates the EULA anyway.
Either way, unless there is a big payout of some kind, i doubt NCSoft will bother.
Quote:(b) You acknowledge, and further agree, that You have no IP right related to any Account ID, any NCsoft Message Board ID, any communication or information on any NCsoft Message Board provided by You or anyone else, any information, feedback or communication related to the Game, any Character ID or characteristics related to a Character ID, any combination of the foregoing or parts thereof, or any combination of the foregoing with any Service, Content, Software, or parts thereof. To the extent You may claim any such IP right(s), You hereby grant NCsoft a worldwide, non-exclusive, no-charge, royalty-free, sub-licensable, perpetual and irrevocable license and full authorization to exercise all rights of any kind or nature associated with such IP right(s), and all ancillary and subsidiary rights thereto, in any languages and media now known or not currently known. Your license to NCsoft includes, but is not limited to, all necessary trademark licenses, all copyright licenses needed to reproduce, display, publicly perform, distribute and prepare derivative works of any such IP right, and all patent licenses needed to make, have made or otherwise transfer, use, offer to sell, sell, export and import related to such IP right(s). In addition to the provisions of Section 13 below, You further agree to defend, indemnify and hold harmless NCsoft with respect to any claim by third-parties that any such license to any such IP right(s) misappropriates, violates or infringes any third-party IP right or other proprietary right. -
I'm not sure what that has to do with my post, which is discussing the intellectual property rights of authors in the United States and their relationship to contract law.
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Quote:The enforceability of clickwrap agreements is not at issue. Contracts cannot override Copyright law under any circumstances whatsoever in the US. The precedent in question would not be applicable to a copyright case in the US, as Korean law is different than US law and does not have jurisdiction over my authorship rights within the US.Heh, like i said in what you quoted...i didn't say you couldn't contest it.
But there are precedents of enforcing clickwrap agreements. I'm having trouble looking for cases specifically for character creation but not much luck. All i keep seeing is referencing user generated content or Second Life, but that might be a bad example since i think they allow users to retain ip rights somewhat...unlike many mmorpg EULAs.
I did see this blurb though that mentions a case that could be used for precedent but can't find the original court docs...maybe since it's in Korea.
Maybe someone can help dig that court doc up...that blurb doesn't give much detail.
Let me put it this way. US Copyright law forbids me from transferring my copyright rights through an EULA even if I want it to. I'm not even allowed to voluntarily do so. The law was designed to make it impossible for me to do this, even if I have a gun to my head, because the law concluded many authors in the past had that figurative gun to their heads by virtue of their extremely untenable negotiating position.
In other words, the law doesn't just say NCSoft can't take my rights this way, it says the stronger thing that I can't even given them away this away even if I want to, and the law doesn't recognize any such attempt by me to do so. I can only transfer rights through the method proscribed by Copyright law, and no contract (except for the work-for-hire exception noted in the law) can alter that requirement under federal law.
Also, the article itself suggests that Korean law has similar protections afforded to creators:
Quote:In the case of EverQuest by SONY, the terms of service contains a clause declaring that all rights to user-created content are automatically surrendered to the publisher of the game:
Any and all creative suggestions, ideas, notes, drawings, concepts or other information that you send to us, whether at our specific request or despite our request that you not do so ("Submissions") and any and all Licensed Content shall be deemed, and shall remain, the property of SOE from the moment of creation. Accordingly, SOE shall exclusively own all now known or hereafter existing copyrights and all other intellectual property rights to all Submissions and Licensed Content of every kind and nature, in perpetuity, throughout the universe. To the extent that any of the above may be void or unenforceable, you agree that any and all Submissions and Licensed Content are hereby irrevocably assigned to SOE, together with all intellectual property rights therein.
Korean law would regard such a claim, as set forth by the above-quoted clause of the SONY Entertainments terms of service, as excessively infringing upon players rights as authors (intellectual property rights, moral rights), protected under copyright laws, mandatory rules of law. Korean end-user service agreement laws further condemn this type of deemed customer consent as illegal.
I'm not as knowledgeable about Korean law, so I cannot confirm those, but I mention them specifically to suggest that the earlier passage mentioned ("...A recent judgment by the Seoul District Court...") in context appears to refer to the question of the tangibility of game constructs, and not the intellectual property related to them. -
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Quote:You can grant irrevocable licenses. What you cannot ordinarily do is grant irrevocable ownership rights. The right NCSoft grants to itself in the EULA is a non-exclusive license. This means to the degree I own anything, I'm free to use it elsewhere (I'm not free to use IP that NCSoft owns outside the context of the game). Because this license is non-exclusive, its not an ownership right as defined by Title 17.Actually, the IP license might have to be modified in any event. I'll have to double check but I'm fairly sure that you can't actually grant an irrevocable license.
Yes, 17 U.S.C. § 203(a)(3) codifies in law a termination option 35 years after the publication of the work. Sure it's 35 years, but it's yet another part of the EULA that is illegal. So everybody make sure to mark your calendars to send NCSoft an official letter if they're still around in 35 years. -
Quote:Contract law is always superceded by statutory law. Copyright law isn't just silent on the matter, it explicitly states that copyright cannot be transferred except in one way only: by a written signed document that explicitly names the work being transferred. Saying "we own everything you make" would be an attempt to make playing a game into a work for hire relationship as far as US law is concerned, which is blatantly illegal.I wasn't suggesting you can't contest it, just that it's there and allows them to take action.
And clickwrap agreements are getting traction as far as being enforceable.
Link
Moreover, judges tend to note legislative history in interpreting the law. This clause was put into Copyright law explicitly for the purpose of preventing authors from being coerced into signing their rights away in the manner the EULA requests.
In other words, even if the EULA was theoretically enforceable in the matter of authorship rights, it would *still* be overridden by Copyright law which explicitly covers this situation. -
Quote:The for-profit element had nothing to do with the actual legal grounds for judgment. The statement implies that the judgment was primarily based on 17.12, 1201: "Circumvention of copyright protection systems." The WoW private server actively bypassed copy protection systems built into WoW to prevent WoW clients from running on unauthorized servers.Can't really comment on the legalities of server emulators but there might be a precedent when Blizzard won $88mil with their case against an emulator operator that they could possibly use.
Although in that case, it was a for-profit emulator service hosting a large playerbase of 32k and the main legitimate game is still operational...and well, it's Blizzard and they have a ton of cash for legal fees.
So if SaveCoH avoids some of those, maybe NCSoft won't bother pursuing legal action.
City of Heroes has no such protections to break. -
Quote:1. AoE attacks would not be impossible to avoid, they would just be impossible to avoid with mechanical evasion. You could, as I mentioned, simply leave the area of effect.So you would have attacks that are impossible to avoid. Now, I will switch directions here for a bit but: you have been for a long time a proponent that should someone want to make a character that's entirely about "evasion" he should be able to, but at the same time you are extreme about fair balance.
Where would you make the concession here? If it's possible for someone to have an acid cloud attack that can't be avoided, how you allow for a pure-evasion based build to exist without being unfairly penalized?
Would you rethink the ability to evade the attacks or the ability to be purely evasion based?
2. It would be unfair if AoE attacks were unavoidable by targets but not by the attacker. So they would not be.
3. In a game structured like this, mechanical defense and resistance would not work in precisely the same way they do in City of Heroes, since we're aiming for a somewhat more conceptually congruent system to reality. I would consider "avoidance" and "damage reduction" which map to defense and resistance in CoH to be building blocks of more complex effects in a game like this. Powers would convey combinations of those effects.
For example, you could have powers that provide shields that reduce the damage you take. But instead of being a purely resistance power, the power could both resist incoming damage and completely avoid damage below a certain threshold, ala deflection. In fact Champions Online's version of Invulnerability does something comparable to this.
An interesting option for a super reflexes power is a way to simulate fast reflexes by explicitly delaying effects from taking effect for a brief period of time in certain circumstances. For example, when hit by an AoE the actual damage and effects might land a fraction of a second after they ordinarily would when someone has super reflexes, giving the player more time to move out of the area of effect than someone without super reflexes.
There's also the separate question of combination attacks. If you fire a gas grenade at someone that explodes into a poison gas cloud, before you ask the question of what the gas cloud does, you first have to ask the question what the grenade does. Its a directed attack and it might not hit the target. If it doesn't, it may not land anywhere near the target. -
Quote:Something like an explosion would be an AoE attack. It would not be conventionally evadeable except by escaping the area of effect completely.If I understand this right... does this means you would use the same stat to determine if you dodge a wide sword swing that you would use to avoid damage in a grenade explosion?
Actually that's a good one that may count: would you even allow for concepts like wide area explosions to be avoidable at all?
So no. Evasion would be able to dodge directed attacks and (to a lesser degree) enveloping attacks. Not AoE attacks. A bullet (directed) can be dodged. A sweeping sword (enveloping) can be dodged, albeit it can be harder. An explosion (area) cannot be dodged.
To evade an AoE, you have to not be in the area, or be in the area but break line of sight, if the attack requires line of sight. An explosion requires line of sight (to a first order approximation). A poison gas cloud does not. -
Actually, I think we would all agree with Tunnel Rat trying to outdo you would require hours explicitly dedicated to crazy.
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Quote:Penetrating Enveloping attack with target cap N, dealing Physical damage.OK,this and reading all the above, what would you do with this example:
A wide targeted sword swing that can hit various targets?
It sounds to be penetrating, area of effect and targeted. How would you deal with multiple overlaps? Do like we do here? Independent checks for each stat until the attack misses or runs out of stats to check against?
Side note: this kind of discussions are the thing I will miss the most out of these forums.
"Enveloping" might not be the best evocative description of the type, but this sort of attack affects an area but in a dodgeable way, therefore its Enveloping. In CoH, multiple attack types are handled in a certain way, but the way I wouldn't necessarily handle them the same way (as high match). "Penetrating, Enveloping" would be more what you would expect: Enveloping for the purpose of dodging, Penetrating for the purpose of checking against deflection, combined in a more synergistic fashion than override. -
likeyoudontuseupallthespaceswithnoregardfortheneedsofothersseriously
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Quote:Yes, yes, and yes. The way I think about attacks is to think about how you'd defend against them, not how you would create them. To (over)simplify a bit, consider an arrow that explodes when it reaches the target. It is not an arrow, its a bomb. That happens to fly. Being an arrow is the visual representation of the attack. But the mechanical one is of an explosion.Okay, so I get your explanations on the positional types down pretty well. But it's the damage types you lay out that confuse me a bit. Isn't it possible for a magic user to weild elemental attacks? Can't a Natural/tech person build a device that attunes itself to human brainwaves and launches psyonic bolts at targets? Or am I mixing your discussions of Origins in with Damage types here and alligning things up too literally?
A "magic user" is describing the attacker. But if he waves his arms around and ends up hitting the target with elemental damage, that attack is elemental. If it hits the target for magical damage, its magical. I liken this to the Green Lantern loophole. In some of his past incarnations, he couldn't affect yellow, so yellow arrows would pass through his green force fields for example. But he could use his green lantern powers to scoop up a wall and hold it up in front of him: yellow arrows would just bounce off that. Conversely, he couldn't attack through yellow shields. But if he used his power to lift a heavy rock over a yellow shield, the rock would squish the guy.
The origination of the attack might be magic, but what I care about mechanically is what the attack finally ends up being. Because the only reason for typing attacks and damage is to allow for different things happening to the target. So in the above example, the damage type isn't "green" its "rock."
Conceptually, the way I think about this is that attack type describes how the attack hits the target. Damage type describes what the attack does to the target when it hits. Everything else should be handled with customizable visual effects.
As I mentioned further upthread, I don't think its a good idea to dictate "origin" as character origin. I think that's something you should just leave up to the player. I think of the concept of origin in terms of source of power. Does your attack's effects obey the laws of physics? Does your attack's effects obey the laws of magic? That affects *how* those effects ultimately affect the target, because the target can have equally typed protections. -
Quote:At the moment, City of Heroes has a Toxic_Attack type. However, no defense power offers defense against toxic_attack at the moment.Hmmm, not sure I like that list, and I may need a bit more on what you mean by Penetrating and Enveloping.
The Area of Effect... not sure I like it. How are you supposed to, in any way or form, be able to avoid a bomb's blast? I (biased I know) like more the idea of direction and range.
The four types were based on conceptual notions of attack avoidance. "Directed" attacks are the standard notion of the single target attack that attempts to strike a specific target or location. This would be comparable to the Melee_attack and Ranged_attack types in City of Heroes. Area of Effect would be comparable to the AoE_Attack type in CoH. "Enveloping" would be a new conceptual type that was a variation on AoE. As you mention, its conceptually difficult to conceive of a way to "avoid" a radial bomb blast - an attack that literally strikes or covers an entire area. But there are other kinds of attacks that affect an area. For example, a snare that mechanically functions similar to a lasso in some respects affects an area, but in other respects does not. These are attacks that involve areas but don't actually directly affect everything in the area. They are more aptly described as attacks that attempt to encircle targets within an area in an attempt to ultimately hit them. Attacks that come from multiple directions while primarily affecting a single target, as opposed to Directed attacks that mostly come from one direction and AoEs which affect everything in their area.
These three come from my analysis of how you go about attempting to evade an attack. An attack that comes from one direction - Directed attacks - can be dodged or blocked. For me, the melee/ranged distinction isn't that important, and certainly the dichotomy isn't: if range has an effect on how easy or hard it is for the attacker to hit the target and the defender to evade the attack, its a continuous effect not a binary one.
But you can't just dodge or block effects that encompass an entire area. You don't dodge an explosion, short of leaving the zip code entirely. The distinction between Directed and Area attacks is huge conceptually, and the mechanical typing acknowledges that.
But some effects don't fall into those two - again, the simplest example is that of a lasso. It sort of affects an area, but unlike explosions it can be evaded because of its mechanics. Also, I can conceive of magical attacks that "seek out" a single target within an area. And stretching the concept to its limits (as all simplifications ultimately are) consider someone firing a machine gun and trying to zero in on and hit an evading target. In one sense the "attack" is affecting an area, but in another sense its actively trying to zero in on one target in that area. It can be evaded, but not in exactly the same way as a single Directed attack. You could say this is the conceptual boundary between Directed and Enveloping: the case where lots of little directed attacks affect an area. A game designer would have to make a call: is a Rain of Arrows dense enough to be considered an Area of Effect attack, or is it more of an Enveloping attack that can be evaded in a similar manner.
Another way of putting it, albeit in a simplified way that loses some of the nuance, is that Directed/Enveloping/Area represent a way to represent the continuum of attacks that go from (attack from one direction)/(attacks from many directions)/(attacks from all directions at once).
Penetrating attacks are my way of dealing with the Smash/Lethal distinction in a different way.
Quote:Hmmm... I can sort of live with those.... although I would go deeper in those branches with sub-types and rename the "Standard"s to:
Magic Standard -> Arcane
Psionic Standard -> Mental
Physical Standard -> Kinetic
Having any one type be "Standard" may have the connotation that the other types are rare and/or situational instead of thematic or conceptual.
Quote:Edit: curious, would you note a difference between thermal as an energy form and fire as an elemental force? -
Assuming work does not intrude, I should be available.
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Quote:You have to, or everything becomes magical or psionic. There's no such thing as the empty set flag.I can see the point for magic, and Mind, but science/natural type? Unless you are meaning to flag there anything that is not magic or mental...
Quote:I keep inclining to no damage type at all every time I think too much about this, though, having just an inherent side effect to your choice of "element" or "power" instead of an actual type. Although I think it may be fun to geek out playing with all the stats, it may be too much and never have enough conceptual reach to make a fun difference.
- Directed
- Penetrating
- Area of Effect
- Enveloping
Damage types
- Physical
- (Standard)
- Energy
- Elemental
- Magical
- (Standard)
- Metamorphic
- Chaos
- Psionic
- (Standard)
- Telepathic
- Astral
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Quote:In City of Heroes, Fire_Attack is not a form of energy. Fire_Attacks are attacks that can all be defended against by some abstract form of defense that happens to work on all attacks that are in some way related to Fire.Damage types are another thing that I am very split on. My stance seems to depend on my mood that day. In one side, sometimes I think damage should just be damage and not be complicated with typing. Other times I feel it's not complex enough.
In the complex category... Not sure if this is what you are talking about, but technically Fire is a form of energy.
Which is a bunch of gibberish.
There's a very obvious conceptual distinction between positional and non-positional defense/attack types. Positional defense is associated with Evasion. You evade the attack in some manner so that it does not hit you. Non-positional defenses are associated with Deflection and Absorption. In some manner, the attack actually hits you but doesn't affect you for some reason. That evasion/deflection distinction has a very strong conceptual grounding.
But what's the difference between melee_attack and ranged_attack? In City of Heroes, this gets conceptually hazy very fast. Colloquially, melee attacks are attacks that probably can be blocked. They are evaded in the sense they don't land, but not strictly speaking by getting out of the way alone but by also effecting some short-ranged countering move. Parrying, for example. Ranged attacks are more generally evasive. AoE defense is god only knows what.
And among the non-positional attack/defense types it gets even hazier. You can make conceptual cases for smashing vs lethal defense as armor that is strong against crushing blows and vs penetrating attacks: brittle vs ductile armor perhaps. But Fire and Cold, Fire and Energy? Sure you can make up a string of plausible gibberish, but there's really no conceptual logic behind fire defense and fire attacks.
The attack and defense types are mostly spreadsheet fodder. They don't have strong conceptual reasons for existing, except to have lots of types.
Why have types at all? In my opinion, it should be to distinguish things you actually want to distinguish in the game, and its hard to come up with a reason why you really want to distinguish "fire" and "energy" attacks (note: I'm still talking about attack types, not damage types).
I would want to distinguish between magical effects and non-magical effects, because the rules surrounding them are generally totally different in fictional settings in and around the comic book genre. By allocating types to them, I can make that distinction in the game systems.
That's really the only reason to make such typing, and there are no other really sound reasons to do so. In other words, you type things when you need to, not when it seems you should.
Quote:By this I mean, imagine you had Elemental_Attack type, and then under it you had Cold_Attack, Fire_Attack and what the heck, Wind_Attack and Earth_Attack.
If you have 30% Elemental resistance, you would resist all those attacks.
At the same time, I would have an Energy branch that is subdivided into Radiation, Electricity and perhaps also Fire.
Which means as obvious as the conceptual distinction appears to be, having those two types was probably 99% a waste of time. You have to start from what you intend to use to what you decide you need. You don't make smashing and lethal damage types just because it sounds good or because it seems obvious. You do it because you intend to *leverage* the difference between the two. This game does not.
We don't really leverage the difference between Fire_Attack and Energy_Attack. Its just spreadsheet sweetener. Conversely, I think the fact we can't distinguish between magical and non-magical effects is a serious deficit, one that almost demands typing considerations.
So when I say I would make magic, science/natural, and mind/psi into some form of fundamental types in an MMO, I'm not saying they *should* be types. I'm saying something a bit different. I'm saying I would make a game that *required* those types. The game I'm thinking about would be impossible to make without that typing. Any game without that typing would be fundamentally unlike the game I'm thinking about in an irreconcilable way. -
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Quote:You're willing to disregard responses because this is just the internet, but you're also willing to post on the internet hoping people will actually read it.You can flame me all you want...for telling the reality of things; because again I realize this is just the internet... and CoH is JUST a game...that is ending.
Naked narcissism at its finest.
Quote:I think what a lot of the people who post here, and other CoH forums, forget is that CoH is NOT reality....it is JUST a game. -
Quote:I disagree for the reason you mention:The only reason to give an origin like we have in this game should be to determine some kind of atmospheric story branch.
Quote:For a while I thought such a thing should be there, but today I'd say: let the player decide what type of content he inclines to via his own actions. -
Quote:One area where I believe the original devs were clearly trapped by convention was in setting the story in a universe where superpowered beings were relatively common and generally accepted. In trying to explain why so many super powered people were running around, they almost made superheroes pedestrian. Its almost impossible to do anything impressive in a world that gives actual permits to people to be flying fusion reactors.That goes with the kind of setting I'd like to see explored in a new super hero MMO; that of a 'young universe'. Where superheroes are a relatively new thing instead of a 70 year old tradition. Where the public is still forming opinions about super powered do-gooders as a concept and no Citizen Crime Fighting Act exists yet. Where the infrastructure for meta humans is not yet in place; there's no chain of stores that sell 'beryllium enhancements' for mutants and community colleges don't offer courses in magic. Where there's still room for you to end up being the Big Good(http://tvtropes.org/pmwiki/pmwiki.php/Main/BigGood).
Its ironic that CoH is such a novel MMO experience in many ways, and yet tries to make the notion of a city full of superheroes appear normal. Whatever else I think about that game, DCUO did have a more novel way of explaining the sudden burst of superbeings in a way that didn't trivialize their existence. Stealing a page from that story, it would have been interesting if on Primal Earth the first real burst of superheroes were born just in time to fight in the Rikti War, while on Praetorian Earth the first big burst of superheroes was born in time to fight in WW2, and that was the biggest difference between the two worlds. Praetoria, in other words, would be a cautionary world for Primal Earth where eventually superpowers destroys the planet.
In this completely different alternate multiverse timeline, this gives Prometheus an interesting backstory option. Maybe *he* is the one that brings superpowers to Praetorian Earth, and sees what happens, and now he's trying again on Primal Earth, but wants to control the process more and slow things down.