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Quote:If I want to be rooted that much I'll turn into a tree.lul, defensive overkill...? Fiery Aura or gtfo. Why would you play Stone? /FA will do more damage. The entire point is to be able to live to a reasonable extent in all situations.
If I have to choose between having:
50% uptime on Shadow Meld, with Burn and Fiery Embrace, plus moderate resists and a self heal...
VS.
A recharge debuff gimping my spawn clearing speeds, AND no fiery embrace or burn, slowing my kill rates even more... Even against ST's... Wow I must be a retard! Good thing I can sit here and spreadsheet survive while I think about how stupid I am for not going FA!
Quote:Titan Weapons wrecks MA. -
Quote:If we're talking about how I would actually conceptualize an MMO from scratch, it would be like this. That idea includes the basic idea of a content store like you describe.OK, I really should be doing other things, but my mind just started going crazy with this.
Suppose this new MMO supported user-generated creative goods: costume pieces, missions and story lines, etc. Suppose further that users could sell them to each other, and the role of the main coordinators was to provide a store for these goods, taking a cut off the top. Would such a model be sufficient to keep the game running? I don't know how to answer that, but it's a tempting answer to the problem of never-ending content in a game that has minimal direct funding for development.
There are previous models for this, such as 2nd Life, but I think CoX has an edge in that it is an actual game and not just an empty playground.
In terms of things like game play and systems, I'm a believer that gameplay and systems should be designed simultaneously, with one supporting the other, and not designed completely independently. I don't believe in building the engine that can do almost anything, and then the game that uses the engine that can do almost anything. I don't think that works well myself. All these systems are, ultimately, one system. -
Quote:We were just talking about reproducing the engine's effects complexity in a reasonable manner. To do so in a way that would actually work in an MMO? It depends on who's doing the coding. I am no slouch when it comes to algorithmic efficiency (its my programming forte) but actually banging out the couple hundred thousand lines of code to make an engine? While miracles are possible, I would guestimate a full engine minus effects artwork and clients to be about two FTE years if you were starting from scratch with really good coders. If you knew exactly what you wanted to do and also had cracker jack coders, maybe half of one FTE. But the truth is everyone thinks they are cracker jack coders, and only one in ten thousand actually is. To get it done in six months would essentially require winning the lottery. Based on what I've seen, its five FTE years plus or minus four and a half FTE years.So, what I get from this fascinating discussion is:
1) It is possible to write an engine that does something with all the powers data in City of Heroes; and
2) writing an engine that does exactly what CoX does with the powers data is much more time consuming than being lax about it
Faced with the possibility of complete extinction, my 20,000ft read is that people would be pretty happy with anything even if it wasn't completely faithful to CoX's behaviors and edge cases. And yes, before Arcanaville stomps on me for it, I'm aware that many of the engine differences would lead to broken power sets and/or unbeatable combos, but then CoX itself had its share of those at launch.
That said, I've always felt that even Arcanaville's estimates were low. Maybe that's because most programmers I've met are less productive than I imagine most of the programmers in this conversation to be. It took me at least two years to do this, and that's a significantly smaller project than building a full MMO. Based on that experience my estimate for CoX would be closer to 8-10 developer-years of effort. -
Quote:It does imply the poster thinks "computer science" is actually a thing.People are making lots of assumptions. Just because the OP mentions computer science doesn't mean he's talking about computer hacking...
And I would hate to think the poster meant he was planning on coughing on NCSoft executives as hard as possible. -
Quote:If I'm going to play something with both Titan Weapons and Shadow Meld, I might as well play a Stone Tanker so I can be immobile while I'm being inactive.Hahaha there's just no point in playing SR. Play a TW/FA Scrapper like a champ. Shadow meld and Demonic Aura when you need it! You can get 50% uptime on the former. If you really feel that you need it, DDR ageless. But you can hit 32.5% to all positions (Defensive Sweep for Melee,) with 50% uptime on Shadow Meld, and still have Burn and Fiery Embrace. There's just no discernible reason to play SR or anything else but FA at the high end...
UNLESS...
You make a Mental Blaster!
Because, especially with the blast set buffs... Way faster spawn clearing speeds via crashless nukes. And not only the ability to solo GM's like a champ... Which even the best Scrappers struggle to do, assuming they can do it at all (I know my purpled out TW/FA can't...) You can do it quickly and efficiently on an i24 Fire/Ment! WINNING!
If I'm going to solo Giant Monsters, it'll be on my Ill/Rad while eating a sammich and watching TV. -
When you're using the secondary that caps out three times higher than those buffs? Its possible I might blink once or twice. There might be some actual eyebrow ascension.
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Quote:I'm afraid I can't be that generous.The author's analysis appears correct to me. For the most part, it's developed clearly. Even the tone, for the most part, is reasonable rather than blatantly hostile, something we haven't seen enough of in the past few days. It's a much better strategy to point out NCSoft's logical and business errors than to complain about how unjust its actions feel. A business can ignore one customer's feelings, but it can't get around logic so easily.
Quote:Confidence in NCSoft has almost certainly slipped in the Western market as a result of the City of Heroes closure. The company is considered out of touch with its market. A percentage of players are reluctant to commit or try new NCSoft products without the security of a reciprocation of loyalty. For example, Sales of Guild War 2 has been negatively impacted by players who do not want to invest time into an NCSoft product in light of the City of Heroes closure, feeling the game could be removed without notice or warning. The degree of this effect remains to be studied in depth and may be insignificant.
Its normally not considered kosher to state with certainty things that are not remotely certain, even with an initial disclaimer of speculative license. Its not normally considered reasonable to state something is occurring at all, but possibly in an immaterial manner. Observe:
NCSoft's shutdown of City of Heroes has almost certainly contributed to a number of deaths in North America although evidence for this may require additional study and may end up being statistically immeasurable.
I understand the desire for advocacy, but its important to realize that the currency of persuasion is credibility. You don't need it to preach to the choir, but it is the primary language that works outside of your own supporters. -
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I'm just going to say that I judge community calls to action differently than I judge something that appears to present itself as professional work, and the article in question appears to present itself, by language and structure, as a professional piece of work. With all due respect to the author, as such its what I would describe as extremely sketchy.
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So what you're saying is, someone should try to spawn Kronos onto NCSoft's headquarters.
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Quote:My best guestimate is that City of Heroes needed about 50,000 subscribers to roughly break even. I believe at no time did we have less subscribers than that.Does anyone actually have evidence that CoX is profitable? Or is this just some baseless speculation
Since we were using NCSoft's server hosting, publishing, and other internally fungible resources, its impossible to know what we looked like internally without literally seeing the internal books at NCSoft. They could have been charging a million dollars a minute against City of Heroes for internet services; internal accounting is sometimes the best fiction in the corporate world. -
Quote:I upgraded my (registered) Fraps from 3.2.x to 3.5.9 this past weekend and holy moley the recording performance jumped upward dramatically. Also somewhere between 3.2 and 3.5 they added circular buffer recording, which means it will record the last X seconds of video with circular overwrite, and "starting" a recording will keep the last X seconds from the past, which is a really nice feature: you can record something that already happened. And turning it on doesn't really slow my client down noticeably. And X is adjustable based solely on how much disk you want the buffer to eat up.I ordered a new computer earlier today. For my final act (or at least one of them- I want to make a Warshade video too) I shall record a video of my i24 Fire/Ment on Beta soloing a GM (perhaps more than one,) 54x8 Malta, 54x8 Carnies and whatever else I feel is worthy of being in my ultimate "Blasters Rule" sendoff package. If you're nice enough about it, I might also take requests!
I do want the crashless nuke and snipe + inherently better DPS of Fire Blast + no redraw for the purposes of this video... But since he is /MENTAL (The official WINNING! set of COH ) he will not be taking advantage of any of the "Wellfare Buffs" that Blasters as a whole got (the snipe and nuke changes were for Defenders and Corruptors too, thank you very much!) -
Quote:If we all knew what we had early enough, the correct thing to do in my opinion was to adopt something close to STO's reward model** of backloading most of the rewards for mission or task completion, and far less for killing things. That way, killing is only a means to an end, not the end itself. The guy that sneaks to the end of the mission and kills eight things could level just as fast as the guy that herds the map and wipes everything out with a nuke - maybe faster. Doing that would reduce the impact of "unbalanced" powers, and free the devs to restrict only the most abusive effect, not the broad middle ground of just stupidly powerful effects.I think that's fair to say, but also that the armors are ludicrously armoring, the melee powers and blasts are ludicrously damaging, and the heals are ludicrously heal-y. And somehow all of this works without everyone just building a DPS cannon.
The Blaster AT didn't quite pan out until then end, but overall the game pulled off some things most MMOs never will. For me, CoH hit the perfect balance between freedom of choice and interesting limitations.
FWIW I think part of the secret of CoX is that MMOs should be building most encounters so that defeating an individual enemy is easy. If the player can beat 3 or 4 enemies at once but not 8 or 10, it's not the most awful thing in the world. In other MMOs you have lots of characters who struggle with one monster which is just such a turn off to me after experiencing this game.
The difference between running solo and running in teams would be more interesting opponents, in an analogous way that zone events scale up the spawns when there is a higher density of players. You can obliterate your way through a mission map solo, but you might never see the Big Baddies that can spawn when you run it with eight. But you could still genocide your way through scores of foes if you wanted to, because that wouldn't skew the reward curve very much if at all.
** Disclaimer: I haven't logged into STO since about six months after launch: I have no idea what its reward systems look like today -
Quote:Test again.I actually remembered something about inspirations being somewhat of normal powers, but the problem is you always need 4 small insps to get full health, even with Max health buffs.
Quote:If duration X is >0s, there is a cancellation effect that is spawned and set to be resolved X later. But that requires a full power/effect engine (especially registering current effects on an entity).
Quote:It does because resistible effects and irresistible effects are mutually exclusive, and each effect is applied separately. "Resistible" only means you have to apply the target's resistance (or target's resistance buffs in case of resistance) value before applying the mod. I think.
Quote:(Note I did write "Resistible RESIST buffs, all other buffs can be resistible, does that answer your concern ?)
IIRC, the Original MoG did what ? It was a, irresistible +100% res heal (or more, to cut heals), +100% irresistible heal mod (to remove any damage), -75% irresistible heal mod after a 0,1sec delay (to put you at low health from full health), -10000% cur regen (to cut regen), and insane amounts of def and res, why would it need to have resistible *resist* buffs ? I'm at a loss here
Quote:Well, as I said, since it's a one-shot calculator only at the moment, and (as you can see on the City of Data) since the damage is listed first before the resistible resistance debuff, should the power resolution method (not written at the moment) resolve effects in their order, the first tick of damage is not under the influence of the debuffs, but all the other ticks (resolved laters) are.
I'm still not sure what you mean by "power resolution method" vs attribmod calculation. The order in which attribmod effects are computed is a necessary requirement for the attribmod engine to function properly.
You seem to be stripping all functionality out of the attribmod calculation engine except AttrValue = Min(Max[(AttrValue + [Attribmod(Abs) + Attribmod(Cur)] * (1 - Res)),AttrMin],AttrMax)
That's not really what I was talking about at all, but in any event, that's about 1% of the work of the entire combat engine. So: assuming I'm looking at about 10 hours of work, with testing and debugging, at this rate about a thousand hours of work and you'll have something maybe close to the complete engine done. -
Quote:I can't address what "makes sense" to any particular person, but its worth noting that the original conceptual metaphor for City of Heroes' "powersets" was that the set name was the actual power, and the powers were "skills" - ways to use that power. So the power is "Energy Manipulation" and within the game universe players with that power can train themselves to focus that power into a melee strike that knocks targets away, into a punch that has a chance to stun the target, to empower themselves to use less energy when using their power, etc. The fact that Dark Melee wielders can learn to use that ability in conjunction with a punch and Energy Manipulators can learn to use that ability in conjunction with a punch is conceptually coincidental. We have two different sets because Dark Melee cannot learn to extend its range and Energy Manipulation cannot learn to focus energy to terrorize a foe.You completely misread the problem I'm having. To me, elemental melee powers (aside from elemental weapons, obviously) are things you can describe in words, but which TO ME make no sense in actual practice. City of Heroes may be visual, but it still suffers from a lot of the limitations of "verbal combat" like what D&D has. You can say you did a lot of things and you can craft systems around them that have them make sense, yet end up with things that just don't work when put into a movie or a cartoon.
The problem I have with this is that once I start writing free-hand fiction for my characters that have, say, Dark Melee, I run into a brick wall immediately. "Well, what does that mean?" Well, you could say it's just like punching, only your hands smoke evil, but that's visually very unimpressive, not to mention practically not terribly different from just punching people. There's a huge disconnect between what you SAY a character is doing and what you can SHOW a character doing in such a way that it makes a lick of sense visually.
You can say your character is a martial artist who uses kinetic energy attacks and I wouldn't argue with you for a second. However, when you put that character next to a martial artists who just happens to have magical glowing gloves that make him punch harder, you'll end up seeing the exact same thing. Once that's the case, I'm perfectly fine with giving just one Martial Arts set and handling the difference with hand auras. Which I have, actually, in City of Heroes itself.
Shadow Punch is not "punching with darkness" in the weird conceptual sense of taking darkness, forming it into a punch, and then shooting it out of an arm-shaped cannon. Its me, the Darkness wielder, throwing a punch that projects my darkness wielding ability into the target. I am a focal point for dark energy, but to affect targets with it requires skill. The first skill I learn is to punch someone in the face while yelling "spoon!" and that darkness affects the target. At level 83, I could probably just sit on the sidewalk and go "suck it!" and point with my index finger and the target would just drop dead. But at level 1, I have to punch the target to make it happen. That's not a limitation of darkness, its a limitation of me. -
Quote:I think its more precise to say that control and debuff are almost ludicrously powerful in City of Heroes, and virtually nowhere else.Yeah, control is just flat-out weaker in CO than it is in CoH. Ditto buff/debuff (last I checked, anyway). For that reason alone, I think the diversity of playstyle choices in CO will always seem a little pale in the comparison.
Then again, CO isn't exactly unusual in that respect. -
To be honest, there's lots of potentially good reasons this idea may not work, including the ones brought up in the thread. I'm pretty sure it would work, though, and the primary reason I would do it this way is specifically because I believe it would work, and the best way to prove an idea will work is to make it work.
I can tell you there are few things more satisfying than to hear people say something cannot be done, and then doing it. By the way, has anyone found a major rewards exploit involving custom critters yet? I don't really count "making them all deal fire damage" and "letting them rez and killing them again" genuine exploits. -
Quote:I did that as well my first day.Psh.. I can top that. The first time I played and I had to take the Tram, I didn't know that you had to click it. ..So I basically spent 15 minutes standing in front of it, trying to time it right that I could run into the open doors and getting pissed off that I couldn't figure it out.
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My biggest problem with C++ is that everyone does, for everything. C++ is a language, but saying you code in C++ is like saying you speak in syllables. Any real project large enough to require more than one programmer starts to get into serious coordination issues unless the programmers are clones. Its actually easier in direct C for everyone to do their own thing and meet in the middle than C++.
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I am in fact a student of programming languages. If you are a compile-time type-checking fan, you'll like templates. If you prefer runtime binding, and if you're using Objective-C and you don't like runtime binding you're insane, templates are usually a redundancy.
The reason I mention Objective-C is because, for the most part, MMOs are written with static game engines and dynamic but conceptually encapsulated data. Many was the college student who came onto the boards thinking the Freakshow was a C++ class of which Dreck was an instance. Not only is that not done, there's no really advantage to doing it.
But in a language like Objective-C (or Smalltalk, or most other object-based runtime bound environments) there is the crazy-but-interesting idea of converting data to objects at runtime dynamically and using the environment itself as a part of the game engine. A game engine written in Smalltalk or LISP wouldn't need special Requires expression handlers, it could just meta Eval them. Attribmods would convert to methods, and attribmod stacks would just be method stacks. Powers and entities could be redefined on the fly and all interactions would rebind automatically through dynamic dispatch.
The problem is, of course, you lose some control over the engine to the environment. You've probably made something a little less like City of Heroes, and a little more like Corewars.
For the record, not a fan of templates. -
Quote:Scream's behavior is not a bug. As I explained above, the reference to "My Brute" wasn't intended to imply tremendous oversimplification, but rather eliminating all of the surrounding effort required to create a 3D engine, mapservers, and all of the other trappings surrounding the core engine that correctly computes what happens when a set of entities N activate a set of powers P over time.He puts his hands over his ears and yells "STOP THAT" ?
Sorry couldn't resist, especially since this thread started with someone asking for a my brute type of program and now its focused on simulating a software bugs, quirks and all.
If you prefer, to eliminate the question of unintended delay, I can rephrase the question as calculating what happens when a target is hit by Shriek, and then three seconds later is hit by Fire Blast.
A significant amount of the complexity of the attribmod system is in the fact that attribmods can have durations and activation periods. An attribmod calculating engine must be able to handle those, or its not an attribmod calculator, its a calculator. -
Quote:At first glance, there seems to be issues with this being a true attribmod calculation engine. It appears to be more of an attribmod calculation toolbox. The main loop explicitly creates effects, which in and of itself is fine because any incomplete engine has to inject those somehow, but then also *explicitly* calls functions to compute the things you know are changing: resolve(brutesResistance, &brute, &brute); resolve(brutesResistanceBuf, &brute, &brute); for example.Thanks for the transition, here is the calculator source code, disclaimer: IT'S OF NO USE TO NON-PROGRAMMERS, it's in C++, it's ugly, but it comes optimized a bit. Normally. Comes also with code stubs, follow the main to find only the useful bits.
I also only had time to test (and debug, don't forget debug, debug takes time, especially when you coded tired, tired code is a hive of bug) the paragonwiki brute Energy resistance case.
I was in the process of making damage tests afterward, if somebody wills to add them to the main and do the test themselves as curiosity (I don't even know if it's going to work !) just do another effect with a negative scale (if someone here think damages are a positive thing ...!) modifying the Abs aspect of the Energy attribute. This is hardwired to modify the health's Abs, but leverages the general formulas to get the resistances and strength of the damage type.
The Effects are basic, and the attribmod effects code is meant to work only for one-shots right now, the DoesNotStackFromSameCaster clause is not handled right now because I need to register them on the Entity, but the formulas are done and should work (as always when programming, if you forget the bugs :P).
I'm also concerned about this sort of thing:
Code://keep Cur, Abs and Max in Sync template <> inline const val_type mod<Aspects::Abs>(Attribs::Type& attrib, const val_type valmod){ attrib.aspects[Aspects::Abs].abs_val = attrib.aspects[Aspects::Abs].abs_val + valmod; register val_type val = attrib.aspects[Aspects::Abs].abs_val; register val_type max = attrib.aspects[Aspects::Max].val; register val_type min = attrib.aspects[Aspects::Min].val; attrib.aspects[Aspects::Abs].val = (val>max)?max:(val<min)?min:val; attrib.aspects[Aspects::Cur].abs_val = val / max; attrib.aspects[Aspects::Cur].val = attrib.aspects[Aspects::Abs].val / max; return valmod;
Code://Cur modding is just a syntactic sugar for things such as heal X% of inspirations
One other thing:
Code://"Resistance resists resistible resistance debuffs" //this requires buffs to register specifically as buffs //the less computationnaly expensive way is to test sign at data load.
Code:"You DON'T make resistible resist buffs... period"
This is ironically a case where you're making it harder than it needs to be, or would be if you handled resistance as the game engine does.
It is also not a good idea to "test sign" to determine what is a buff and what is a debuff. Mez protection buffs are negative for example. You're rolling the dice that a lot of your simplifications won't break something important somewhere.
Here's my first test of the attribmod engine. Take the Brute and the Corruptor and shoot the Brute with Scream. What happens?