Arcanaville

Arcanaville
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  1. Quote:
    Originally Posted by Codewalker View Post
    While we're on the topic of DDR and Shield Defense, I was looking into it to verify some numbers, and noticed that the Tanker and Scrapper version of Active Defense have the defense debuff resistance and kb protection set to CANCEL when Held, Slept, or Stunned.

    That means if you're fighting enemies with a lot of nonpositional or lucky mezzes who manage to stack them on you and overcome your protection -- even for a split second -- you lose ALL of the DDR from AD, membrane buffed or not, until the power recharges and you can click it again.

    Presumably that's a bug, as it doesn't make a lot of sense. Click powers generally don't work like that. At the very most it should suppress, not cancel. Maybe it was copied from a toggle as those generally do use cancellation to "suppress" until the next tick.

    The Brute version doesn't cancel the DDR, instead losing the immobolize protection (?) when mezzed.
    That's almost certainly a bug. I'd PM that one to Arbiter Hawk and Synapse.
  2. Quote:
    Originally Posted by Zwillinger View Post
    For the record, that someone who suggested that we kill off Statesman?

    Black Pebble

    Evil Marketing indeed.
    I'm not surprised. He's suggested killing you off a couple times also.
  3. Quote:
    Originally Posted by Combat View Post
    you have made the argument that an exploit should fixed regardless of the actual affect on the game. That, my friend, is the main argument. I think a change should, or should not, happen because of what it does to the game.
    It is never a good idea to allow broken things to remain in the game just because players like their side effects. If players like their side effects and its acceptable for those side effects to exist, the broken thing should be fixed and the side effects placed back into the game deliberately. It is never, ever, ever a good idea to let bugs accumulate by fiat just because they seem to be ok today. Even tolerating such bugs temporarily because they cost too much to fix at the time should be considered a temporary tactic at best.
  4. Quote:
    Originally Posted by Zombie Man View Post
    If you're at -1.5 Billion Level and someone on your team kills a dude, you go through 1.5 Billion level up animations.
    Actually, if you are at level -1.5 Billion, you need negative XP to level up. I think you get that by rezzing a enemy.
  5. Quote:
    Originally Posted by TonyV View Post
    However, I think that supporters are a bit naive, thinking that these laws will only be applied to sites like The Pirate Bay and/or sites that exist primarily for the explicit purpose of flagrantly violating U.S. copyright laws. They don't know or have forgotten how wildly the big content industries (RIAA/MPAA) have abused what authority they have. Because they don't understand how the Internet works, neither technically nor culturally, they honestly think that these laws will actually curb infringement, not affect legitimate sites very much, won't be abused by big content, and even if they are, that remediation will be easy.
    I don't think supporters are necessarily naive, I think most of them believe those are acceptable casualties of war.

    In any event, the two biggest problems with SOPA and its Senatorial analog are that it mandates specific technical remedies without understanding the consequences of them (the DNS issue was the most obvious) and by its supporters' own admission it invents a class of viable targets for law enforcement simply because they have trouble going after the actual infringers.
  6. Quote:
    Originally Posted by New_Dark_Age View Post
    Have not put much thought into this but Range/Defense/Control Epic with Scrapper criticals is the first thing that came to mind for self-sufficiency.
    Another superhero MMO has those. Actually, that MMO has almost nothing *but* those.
  7. Quote:
    Originally Posted by Ultimus View Post
    Ok this proc is now massively broken, you go from about 30 fury to 100 fury instantly. Slot it into an AOE and it will add 7 fury per foe it hits... kind of cool though

    This is pretty sweet, I can maintain 100 fury easily when its broken like this haha.
    That suggests the PPM is way too high. In-combat decay is 0.75/sec I believe, which means a 7 fury per proc ATIO must proc less than six times per minute or it will allow a brute to peg fury.
  8. Quote:
    Originally Posted by Coyote_Seven View Post
    The real question is why are they using 32 bit signed integers to represent combat level? Seems like overkill to me. I'd have used an 8 bit unsigned integer, but I guess in the end it doesn't really matter!
    We don't know they don't. It may be that combat level is *stored* in a more compact datatype, but its the *printing* code that is written to recast everything into 32-bit integers for consistency purposes.
  9. So I decided to do some badging tonight, getting the red side beacons for a new personal base. Plain old, boring, explore badge collecting. And then I found myself in the north west corner of Mercy Island.

    I'm not sure if the critter spawns are different now than in the past, or if I just didn't notice before, but there's some *really* bizarre stuff going on there. I know supposedly the cesspool is supposed to make them go a little batty, but, err, well lets see.

    Ok, this has to be the most inappropriately bored-looking guy on the planet. He has a look like he paid for this, and isn't getting his money's worth.

    And then we have these girls. The random number generator came so close to blowing our T for Teen rating there. Had it spawned them in the opposite positions this alone would increase subscriptions among the male 14-30 demographic by 32%. And yet, when you consider the precise spots they are standing on, and their relative height, and what that does to their, uh, well I mean when you see how they, err, well lets just say they never spawned again in a remotely similar way the whole time I was in that area.

    I don't even know what to say about this. Except, and I swear I'm not making this up, as I approached them the one on the right said, and I mean it I'm not making this up, he said "I...really...hate...this...game."

    Oh look, finally here's someone normal. And I like that top; I use that top myself in some of my... WHOA!

    Ok, that's an emote I'm never doing again, ever.


    Seriously, that's one bat-sh*t crazy area.
  10. Quote:
    Originally Posted by Durakken View Post
    Good writing is not subjective. Whether you like something or not is subjective.
    Unfortunately, while everyone can judge good writing objectively, they don't all judge it the same way.
  11. Quote:
    Originally Posted by Wing_Leader View Post
    I can't help but think you are effectively saying that the devs didn't really know what they were doing. That, like a broken clock that is still right twice a day, they got a few things right almost by accident, rather than by design (which they were completely ignorant of). I can find plenty of evidence to support this, at least in my own mind, but I am surprised to see a pseudo-redname state it, more or less, outright.
    When it came to tohit, defense, and accuracy, the devs didn't really know what they were doing.

    To be honest, they were making it up as they went along. City of Heroes is practically unique among all MMOs before and since in its extremely cavalier foundational design decisions. No one would have the guts to make a game like City of Heroes deliberately today, because even with City of Heroes as a live example no one thinks it would work.

    That's not to say that the devs didn't make deliberate decisions that worked out very well. The devs deliberately decided to create easily accessible travel powers because the devs felt that was fundamental to the superheroic genre, and that decision pays dividends to our players every single day, many of which play no other MMOs and have no idea just how amazing that is (and its better today than at launch). It was an explicit decision to separate what we look like from what we can do - i.e. eliminating nearly all appearance-altering gear. Seven years later that is still a rarity, but it works well for us.

    But when it comes to how our powers work, and particularly how powersets were originally designed, and what effects we're allowed to have on critters, compared to most other MMOs our powers look like they were designed by a random number generator. And when it comes specifically to three things, the devs were literally guessing wildly. Those three things are accuracy and defense, passive regeneration, and recharge.

    And the one thing they really didn't think about at all (not in the right way, anyway) that turned out to have the largest impact on the game? Cast times.


    I will say this though: regeneration and healing seem to be a major blind spot with MMO designers; I believe because game designers tend not to have either a math or engineering background, and healing and regeneration require more than "D&D math" to make work. I'm playing a recently launched MMO which has *amazingly* complex formulas to describe how all of its stuff works, but I wonder if those formulas were just cobbled together because it takes nothing more complicated than a pencil and some long division to know that either healing is totally broken in that game, or the devs of that game decided that healers were supposed to be far more powerful than everything else just because.

    Its always true. In every MMO I've played, healing classes and specifically healing classes are always ground zero for seeing where the game balance falls apart. Either they are worthless, or they are gods.

    Ironically, except here.
  12. Quote:
    Originally Posted by Darth_Khasei View Post
    Me either. That's why I asked the OP why he was asking about morals and video games as I did not see the connection.
    I believe the OP was asking, in a colloquial fashion, to what degree do people feel an obligation to sacrifice some of their entertainment for the betterment of the game. And in that respect, the question is an edge variant of the tragedy of the commons scenario.

    I can say this much: I don't feel *obligated* to do things like test the game, but I sometimes feel *compelled* to do so.
  13. Quote:
    Originally Posted by TrueMetal View Post
    I don't care about any of the above except the costume bits. I REALLY hate that in order to get those costume parts I need to buy and sift through piles of worthless crap in order to get them. So I won't. So now I'm annoyed that I can't get those costume parts.

    I HATE this sort of stuff IRL too. If I want something I just want to be able to go out and buy it. I really don't want to go jump through hoops or various annoying marketing schemes just to get something I want. Companies that make a habit out of this sort of crap lose me as a costumer.
    Apropros typo of the year.
  14. Quote:
    Originally Posted by Darth_Khasei View Post
    Frankly, this is all that was done.
    And the colloquial sense is something that I don't think is specific enough for me to have a moral position on. If you ask me if I have a moral stance on being presented with the option to pay money for one or more prizes selected by random chance, I would say participating in such an offering or offering it to other people in and of itself connotes no moral question worthy of special recognition.

    In general, I have ethical issues with deliberate deception with intent to defraud, but my definition of such is neither vague nor expansive, and no element of City of Heroes currently qualifies as such for me.
  15. Quote:
    Originally Posted by Dechs Kaison View Post
    Holy **** he's back. Alert the press.
    He never left. He's been freeloading off of my subscription dollars all this time.
  16. Quote:
    Originally Posted by Aggelakis View Post
    Beta. And before that, closed beta. And before that, pre-beta marketing. The only time you could possibly have people not ******** at the developers is before the developers ever announce they're working on something.
    This game's beta wasn't like most. I wasn't in it myself, but from what I know and have been told, it was a bit smaller than betas are now. Players were vastly less well informed then than now, so dissecting the game was not as much of an option then as now, even in modern betas. And the game changed radically from its original marketed alpha design to the beta design, and major changes happened just before the game launched.

    There was very little extrapolatable history to complain about when this game launched. Not even the most well-informed players of beta knew 10% of what the most ignorant player knows today.

    Let me put it this way: when the Confessor showed how SR could solo a ton of minions in beta, no one, not even the Confessor himself could fully and correctly explain what was going on there. Not even the devs themselves fully understood what was happening there, as evidenced by what happened next**. I would say its a true statement that no one in or out of the dev team could fully explain why SR could do that and yet why it didn't really matter until at least a year after launch.

    When your playerbase and your dev team are, to put it directly, that completely ignorant of what the game even is, its much more difficult to generate a lot of energy about what the devs got wrong. We couldn't even specifically articulate what they got right.

    Of course, some people were complaining right from the start. But over time, the characteristics of the complaints shifted over time as players became more knowledgeable and sophisticated, and as a consequence much more comfortable in being absolutely sure of their criticism, and much more capable of citing prior history to advance their criticism.


    ** They cut SR defenses in half just prior to launch, from maxing out at 60% to maxing out at 30%. Today, I don't have to explain what sort of effect that had, but back then it took several candid discussions with the devs to explain to them they cut the set right to the bone and made it totally worthless.
  17. Quote:
    Originally Posted by Darth_Khasei View Post
    There seems to be a disconnect with what is actually being said by me which is a statement of fact and this other thing you are engaged in called an argument. There is not argument coming from me other than the statement of fact that paying real life money for a chance at something is gambling.
    Colloquially, most people would probably call buying packs for a chance to get some random prize gambling. However, while the super packs meet that criteria colloquially, they do not meet the legal definition of gambling in any jurisdiction in the United States that I'm aware of.


    As to my moral obligations to the devs and the other players of the game, the way I see this game is that contrary to the implication sometimes drawn from the phrase "in real life" I consider this game to be *in* real life. Every collection of pixels comprising a player character is being piloted by a real person. How I treat that avatar determines how I treat that person. I don't need special morals for that: I already knew how to treat people before I started playing this game, and seven years of playing this and other MMOs has yet to require me to modify any of those morals or add special modifiers to them.

    The devs are professionals working for a company that produces a product I use. I already knew how to treat such people before I started playing City of Heroes. They are also professionals working in a subset of the information systems realm, albeit a highly specialized part of it. I also know how to treat such people specifically. I haven't really needed to rewrite the handbook on how to treat them either.

    The fact that the company the devs work for is Paragon Studios instead of Apple Computer or Google or Microsoft, and the fact that the product is City of Heroes instead of fill in the blank here, has almost no relevance to how I treat my fellow players and how I treat the devs. And as to my commitment to the game where it comes to testing, suggesting, commenting, and contributing, that is solely a question of my desire and my ability to contribute to a game I personally like. I don't feel a moral obligation to the game in that sense beyond that.

    As a "known" player, and as someone in a rather unique position in many ways I feel some obligation to be as helpful as possible, but I don't think I would consider that a "moral" obligation.
  18. Quote:
    Originally Posted by Combat View Post
    And you are just wrong and using an incorrect argument.

    My point is that this change makes a very big difference, refuting the argument made by many this isn't a big deal. My numbers are 100% correct; they are factually true. A 10% defense debuff used to deal .5% after DDR, and now it deals 3%. If that same debuff affected a toon at exactly the softcap, it would increase incoming damage by 60%, whereas before it would have increased incoming damage by 10%.

    This change does little good to overall game balance. It makes HOs much less valuable than IOs, and they already needed help in that department. It hits hardest at the demographic developers should most want to keep: people with a lot of investment in the game and who are probably long-time subscribers. It makes shields MUCH less of a competitor to fire, and fire was already one of the most popular sets. The only good it could possibly do is make SD closer to SR, and to be honest, the problem in that relationship wasn't SD (and ironically, the enzyme change could affect SR the most, as they do not the flexibility of slotting that other sets possess).

    But most of all, it shows that the developers no longer balance around SOs. If they did, than they wouldn't try have fixed this "exploit", which only affected high-end characters and could even have been considered a feature by this time.
    Technically speaking, you can't use a change to HOs as evidence that the devs don't balance around SOs. If they balance around SOs, they would then be less inclined to care as much about radical performance changes that occur in non-SOed builds when a bug is fixed. They would still be inclined to fix a bug regardless.

    Or to put it simply, there aren't any SOed balance issues with fixing HOs, by definition.


    I have some sympathy for min/maxers that used the HOs in this way and never read the forums or participated in any discussions with any other players aware of the public discussions surrounding the matter, if any such people actually exist, but for the rest of us we were all warned, multiple times, that this behavior was unintended and subject to change without warning. Doing it anyway in the face of such warnings because of an assumption that if enough people do it the devs won't change it is taking and automatically accepting a calculated risk. A calculated risk that in this case was not a good one in the long run. As recently as just over a year ago I publicly stated the odds of this bug being closed within the next two years were about two to three in favor. So my recommendation to other players was don't gamble with what you can't afford to lose.

    Min/maxing in an MMO is not for the risk-averse. You are specifically playing in the area of the game most likely to see disruptive changes, and you're supposed to realize that fact when you min/max. The game changes constantly, and many changes alter how min/maxed builds function. There is no more sure thing in an MMO than that yesterdays min/maxed build is tomorrow's broken build.

    Even the soft-cap itself was a disruptive min/max change**, and the devs began chipping at it (with things like Praetorian base tohit and increased use of tohit buffs) almost two years ago.


    ** When it was first introduced, some people complained that under the I7 system while low to moderate defense got stronger, powers like Elude actually got somewhat weaker: in some cases almost *50%* weaker.
  19. Quote:
    Originally Posted by PleaseRecycle View Post
    I don't think it's much more pronounced now than it ever was. People were as nasty to one another and to the devs on the forums starting from launch at least. It does make you wonder about specific people whose every single post is about how they hate whatever new thing has come along, doesn't it? But they don't seem more numerous now than in the past, to me.
    It also would have been very difficult for a player to make claims that the devs never do anything right with a straight face, just a couple days after launch. History has to exist before it can be criticized.

    Of course, that was then. MMOs that launch today have people criticizing the dev team from launch day, because every mistake they make from day one is further proof that they didn't learn anything from beta, or every other MMO that launched before them. We didn't really have that problem. We also didn't have to deal with people saying we were only copying WoW, or not doing things correctly like WoW, or somehow deal with the existence of WoW.
  20. Quote:
    Originally Posted by Golden Girl View Post
    It's kinda silly to get hung up on the shape of Rhode Island when the CoH world inlcudes whole island chains that don't even exist
    Its dirt-bias. Mess up the shape of the ocean, and that's fine. Mess up the shape of the land, and its a crime against humanity.
  21. Quote:
    Originally Posted by KnightofKhonsu View Post
    You know Arcanaville; I respect your opinion, experience, and knowledge. However, I have to respectfully disagree that this about making a case for any primary power.

    I do not care what primary power you have as a tank. When you rely solely on the effects of a primary power, like Fire Armor, then something is wrong in my opinion. Tanking is not about how to maximize tanking ability, it is an attitude. I do not have one FA or IA tank in my fold. It is not that I do not like what they are capable for, I do. However, I like the challenge running a WP, SD, and Electric, Energy or Regen tanker offers.

    Do I have a Stone tank? Sure do, have two of them, Stone/Stone & Stone/TW. They do not impress me at this point. Stone is to darn slow for my liking to be effective in an open battle. Conversely, in my opinion it lacks maneuverability in close quarters. Defense is more than who has highest defensive rating. Defense is the balance between defense, speed, damage capability, recovery, and regeneration abilities. This means not maxing out all your defensive capabilities in favor of a more balanced approach. You find the balance in that, and I believe you will find a better tank.

    That is my approach for all my tanks, which are very successful for me. Moreover, so far, my staying ability has outlasted tanks that aren't balanced. Case in point, my Elect Armor/Energy Melee tank exemplared for the 'Save Statesman' (at +4x8 lvl) stood toe to toe with Tyrant's alter ego and took his best time after time and never faltered. However, the other tank and 2 brutes had to back off to recover or faceplant. In the end, I was able to put him down with Energy Focus. With performance like that, you will have a hard time trying to convince me slighting a few things for the sake of maximizing defensive capabilities is the way to go.
    You specifically said:

    Quote:
    Let me ask you this then.

    Your tanking for your team, you're surrounded by a dozen plus foes, and you see your Troller under attack by a few of those who were pulled off of you by his/her own aggro. They start pounding the crap out of the troller. How are you, the team's tank' going to get them off said troller if you cannot move because you have no avenue to move. You do not have taunt, you're not close enough for your aura to work for you, so you cannot pull them towards you. Thus, your troller more than likely ends up face planting.

    This is what taunt is a very important tool to use. A person who knows how to tank, will not spam with taunt, they will use their powers to do that for them. However, should that type of scenario happen (and it does, happen to me this weekend) you can save your teammate from enjoying blissful sleep on the cold hard ground. Taunt is a tool that should be available for any tank to use if they need it.
    This sounds to me, and probably most everyone else reading, as if you are making the case that since taunt offers an option that you wouldn't otherwise have in a specific aggro scenario, that justifies other people saying that taunt is, in effect, if not necessary than difficult to justify not taking. If that isn't the case you're making, I'm not sure why you would mention it specifically.

    Here you seem to be making the case that every tanker primary has options that other primaries don't, so its ok if people take them. But I don't see you affording the same distinction to tauntless tankers vs taunt tankers. Are you saying you can make the case that every primary has valuable options the others lack, but no tauntless tanker could possibly have any valuable option a taunt tanker wouldn't make redundant? That seems to be a very high hurdle to achieve.
  22. Quote:
    Originally Posted by Codewalker View Post
    As far as single-target tanking with an expensive build, it doesn't get much more survivable than a perma-PA controller.
    Slight tangent: in a sense, there isn't really any such thing anymore. Technically, you can cycle PA continuously, but there is no way to guarantee holding aggro when the PA refreshes because the current PA dismisses the old pets as it casts the new ones automatically. As a result, if the new ones don't attack instantly (and they don't always) the aggro from the old ones will dump to the controller by default. When tanking an offensively strong target, even a split second of aggro can be very hazardous.

    The correct way to deal with that is to have the Phantasm cast its own decoy to cover the cutover, but if you just rely on luck its always possible for the Phantasm to be in the middle of recasting its decoy when the PA cuts over, and then you get shot in the face. The only way to *guarantee* never getting aggro is to watch the timing of the pets, and if you see you're in danger of falling into that gap, recast the Phantasm itself. One of the first things he'll tend to do is recast his decoy, so if you do this ten seconds ahead of PA expiry you can usually guarantee good aggro overlap.

    In the days of *stacking* PA, Illusion controllers could basically hold aggro on a single target with zero threat. Nowadays, I haven't seen many Illusion controllers able to do that continuously. In fact I'm asked to do it so rarely these days that every so often I do something like go into Croatoa and practice holding aggro on the Jack/Eochai pair or set up an AE mission with a high AV just so I don't forget how to do it. In fact I *did* forget how to do this years ago on an STF (trying to tank LR with decoys) and that's when I realized I had to practice the timing every so often.
  23. Quote:
    Originally Posted by Codewalker View Post
    Looks like this may have just been changed to be a chance to grant 5 or 7 Fury...
    Based in part on the discussions surrounding the previous version, Arbiter Hawk changed the proc. If its currently set to grant 5 points of Fury for the rare version and 7 for the very rare version, that is what I believe Arbiter Hawk intended.

    I am way behind on "looking" at it, so I don't have revised calculations for its net effect based on PPM, but it should be far better than the previous version regardless.

    Incidentally, Arbiter Hawk also told me that the proc PPM is *supposed* to be working and works in his tests, so either we had an outstandingly out of date build or something else goofy is happening. People who observed the procs not working at all should retest with the current beta build carefully to see if they are working now, and post the results of tests that suggest procs with proc per minute ratings are not working.
  24. Quote:
    Originally Posted by OneFrigidWitch View Post
    It is rare that I might find myself disagreeing with you, but in this case you are wrong.

    Scarcity is irrelevant when one can be purchased with merits or inf, and the other can not. Their scarcity is not apples to apples.

    When presented with this fact, the only rational course of action is to not use hamios, especially given an equivalent benefit from IOs, frankenslotted or for generic non-set use.
    I'm not sure what you're disagreeing with. I did say that scarcity was irrelevant (using those precise words) and if you are correct that people will stop using HOs, their price has to necessarily come down because players will stop buying them at the current high prices.

    Its important to note that we as players only see execution prices, and every execution price is a statement by a player that the enhancement is worth that price. We never see offers to sell that don't execute. We only see offers to buy that do execute. If the rational course of action is not to use them, it will also be not to buy them, and those wanting to sell them will have to lower prices, or just not sell them at all.
  25. Quote:
    Originally Posted by Schismatrix View Post
    That makes sense, but Membranes no longer affecting Mind Link's recharge do run somewhat counter to Dev statements regarding how slotting Mind Link was intended to work. This isn't an issue of incorrect values being applied, but a formerly intended behavior being removed. Unless the intent was that only set IOs and no other special enhancement types function in that role. Set IOs are more convenient to acquire than HOs and now offer much more benefit to Mind Link.
    To the best of my knowledge Mind Link was never stated to be *intended* to benefit from multiaspect HOs for recharge, but rather the more weaker statement that it was designed with the knowledge that it could be slotted in that way. Castle was not above conducting experiments to see what the playerbase reaction would be to novel circumstances, but he tended to be very restrained on what he would allow in that area in my experience. Mind Link comes from a period of time when Castle and the powers team were at their most experimental. The VEATs themselves were probably the largest experiment done under Castle.