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Quote:That's a myth, actually. As it turns out, the game engine only recursively applies those types of buffs twice. We actually have buffs that buff themselves and are enhanceable, and its those powers that gave insight into what happens. See: Combat Training: Offensive.Damage Buffs and debuffs can't be enhanced because with the way the engine works, they would self buff themselves infinitely.
The reasons why those two do not accept ways to buff themselves are partially historic, and partially due to more complex issues related to balancing of the powers and how they would be affected by very high buff values. -
If your perceptions are accelerated like Neuron's are, blinking at normal speed must be interesting. I can see why you're getting sleepy: sitting in the dark for hours at a time can do that.
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Quote:See, that's the thing: in situations like this, I think widespread use of the irrelevant choice would be worse than the railroad to me, and presumably to some fraction of others. I actually prefer the choice where the choice only says what I do, not what I think or say.If I might be allowed to presume to translate for Sam, all he wants is:
(You agree to do the mission)
OR
1: I suppose so.
2: Let's do this!
3: It will be so, because I so will it.
As opposed to:
Gosh, gee, ya think!? I guess I better, then...
Accept the mission
Leave
It doesn't say why or how I accept it. If I choose to believe I gave the contact the finger as soon as his back was turned, I can. But once you start putting in actual choices with actual positions in them, the odds are that none of them, no matter how diverse, will match what I was thinking much of the time. -
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Quote:Its worth noting here that at the beginning of time, there was a concerted effort by the CoV team to take the traditional MMO roles, put them in a wood chipper, and recompose them in novel ways.But if you look at the character creation, the classes themselves are arranged by such playstyles. Brutes ARE listed as a Tanker class. Corruptors are ranged damage. Dominators are support for the same reason Controllers are (Mezzes are support).
While the ATs are indeed flexible (and I won't deny that!) it's obvious NCSoft/Paragon believes that at their core, they have an intended role and/or function. It doesn't mean they can't do other things (I've seen Tankers fulfilling DPS roles and of course there's Blappers and Tankerminds), but they have a role they were meant to fill.
For veterans, yes, it's confusing because we all know this information. But for people either new to CoX or heck, new to MMOs, it would be much easier for them to start with the established roles, and then branch out.
For example, the traditional "tanker" is a meat shield with aggro control. You'd think those two automatically go hand in hand. But in CoV, the "high hit points" archetype is actually masterminds, with their pets. Its brutes that have the better aggro control, however. In City of Heroes we have a rather traditional support/control class in controllers (even if they do sometimes deal hellacious damage). But in CoV, we took those two components of "support" and gave one to corruptors and one to dominators. Interestingly, buff/debuff went to a ranged offensive class and control went to a melee/ranged balanced offensive class.
In fact, CoV was explicitly designed to have no "DPS" class even in principle: no class doesn't at least *partially* specialize in damage. Brutes and Stalkers both have melee offense and personal defense, Dominators and Corruptors both have powersets that focus on offense, and Mastermind pets are designed to deliver substantial offense.
So who's the traditional tank in CoV? Split up between brutes and masterminds. Who's the traditional support? Split up between Corruptors and Dominators (and Masterminds). Who's the ranged offensive specialist? Corruptors, and Masterminds with ranged pets. And who's the traditional squishy? Nobody.
The reason the roles barely match City of Heroes and don't match City of Villains at all is because only City of Heroes was designed around them, and it was done so badly the whole thing was abandoned by I4. City of Villains was *explicitly* designed to confound those roles so that nothing fits in them by design. The idea behind City of Villains archetypes, and I think the designers did a fairly decent job of it, is that all archetypes can solo, but in different ways, and in teams the traditional MMO roles would arise from *combinations* of CoV archetypes. A corruptor could buff a brute into a tanker. Alternatively a dominator and a mastermind could also control all the aggro of a spawn.
If you want to know just how deliberately and interestingly convoluted City of Villains archetypes are, consider this: a lot of people look at Stalkers as weaker Scrappers. But that's not what Stalkers are. Stalkers are not weaker Scrappers. Stalkers are Single Target Melee Blasters with Defense. Assassin's Strike plus stealth is fundamentally a melee snipe, and that's how Stalkers were conceived. -
Quote:We accept this in an MMO in the same way we accept that the galactic empire did not spend trillions to surround the Death Star with special symphonic music transmitters. Its sometimes referred to as locally consistent storytelling, and its an example of the sorts of compromises you have to have between story telling and game mechanics in a shared gamespace.So every single Villain that could be role-played escaped from the same cell, got the same people their drugs/gadgets, saved Jenkins (Yes ALL of them) and then caught the same helicopter out of there. Later on nearly every single one of them would surprise Recluse by beating him in the future. The fact he continues to be surprised suggests he ain't all that bright.
Meanwhile nearly every hero has personally helped Penelope Yin undo the Chronomegatonicaboodle (I forgot it's name), defeated Frost-fire and saved Statesman from Praetoria. Multiple times.
After all, if everything we do in character is canon, this must all be true! It isn't silly to think this way at all!
Don't like it: don't play alts and don't team, and ignore all other players in the game. -
Quote:Its entirely possible the devs could come up with a way to eliminate this problem as you see it. However, such a solution would be highly personalized to you. In the general case your problem is intractable if the intent is to solve it for a majority of players with the problem.I'm not sure why everyone keeps assuming I want new tech, or indeed that I want more functional choice. What I want is the narrative to be less intrusive. It has been done already. It has been done by the game's writers on staff, it has been done by people in the Architect, it has been done by myself, as a point of fact.
Yes, Venture, YOU won't like, but I'd still want to see more arcs told like Dean McArthur's and Leonard's. The grand schemes in them may not be my choice as the player, but they're still presented as my character's own initiative for his own personal gain, and that's perfectly fine.
I don't need a sandbox. I just need the writers to stop grasping at the easiest solution, which is to make the story about other people where we just take control of a pre-determined character. DC's MMO at least has the decency to admit that design up-front by giving you missions where you out-and-out play established DC canon characters instead of your own. A lot of our story arcs are like that, but without admitting it's like that.
Its obvious or should be from this thread that what people consider limiting and not limiting varies significantly. What you find a solution I might not - probably will not - and vice versa. -
Quote:Its not a question of philosophically right or wrong. Prior to the new unified tutorial, the total number of possible characters that could be player characters that did not escape from the Zig with help from Arachnos and ended up in Mercy Island as one of the five standard red side archetypes was zero.And who are you to say what is and isn't wrong? You're starting to sound like the RP police and I suggest you don't go down that road.
There are two different things being discussed here. The first are the limits that in-game canon impose, and those exist and are real. The second is the degree to which in-game canon should impose limits on players, and that's an entirely different issue. Where the two issues are linked, however, is in the fact that all true MMORPGs must make compromises in this area between meaningful canon and limiting canon. The more meaningful the canon, the more limits it by definition has to impose. The less limiting canon is designed to be, the more pointless it also tends to be. There are good ways and bad ways to balance the two, but there are no free lunches that get you everything you want on both sides of that equation, because no matter how brilliant and expansive the writing, ultimately you run into the fact that meaningful canon cannot be ambiguous or contradicted, and the inability to contradict unambiguous canon is the very definition of the limits of player roleplay. -
Quote:I believe it actually looks like the My Little Pony version of hurricane: its a multicolored swirling cloud-like vortex centered around you. If very low graphics settings are making that invisible, then that's something specifically worth noting to the devs. That's why I mentioned that I was going to try to investigate that by turning my detail way way down on the next run I happen to be on (I don't need that visual cue because I can key off of the targeting message).I tend to have my graphics settings turned way down during trials to minimize the chances of crashing.
Screenshot? Is it a particle effect?
I don't have a screenshot, but I do have a demorecord of it: I'll see if I can extract a screencap of what it looks like centered on me. It may take a while, since its a very long demorecord, to get to that part of the demo and I don't want to hack it to put the aura on something unnaturally. -
I always, by policy, read an entire thread before posting. Believe me, that rule was a pain for AASQ. However, I believe my post has relevancy because there's no guarantee they won't restructure the archetype forums, or at least revisit the question down the road. I think its important to note that even by Zwill's priorities, and also by general user interface principles, the *methodology* and therefore *mindset* that triggered the thought to merge them in a certain way is problematic. It would be problematic no matter where it was applied, elsewhere in the forums or elsewhere on Earth.
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Quote:It might be hard to see where WotE is coming from when its on another person nearby, but I find it difficult to believe its hard to tell when its actually centered on you. When its been on me, it could not be more obvious than if it shape-shifted me into Jurassik.The following auras/attacks are incredibly hard to see:
- Alpha Entanglement
- Beta Entanglement
- Disintegration
- Obliteration beam (fuzzy green aura on the ground or above the player is hard to see)
- Will of the Earth
- Any of the War Walker attacks
- Lichen Regeneration area
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Quote:That's three things.- When proposing changes, keep two things in mind:
1. Less is better: The less you have to scroll down the page, the fewer forums there are, the simpler it's going to be for a new user/someone unfamiliar with the forums.
2. Less clicks is better: Creating more parent/child forums isn't the solution. Things need to be one click away (Web Design 101 IMO).
3. The purpose of improvement is to grow our forum Community and to make the experience better for everyone, overall.
Rule Zero of user interfaces is: clarity trumps all. User interfaces should not require complex explanation: the best interface is one that is self-documenting: it is obvious what it does, and (not the same thing) it is obvious how to do a particular thing with it.
So lets look at it from both directions. Suppose we were to have something like you mention original, or also anything remotely similar to it. I'll use it for example purposes but this applies to any and all suggestions remotely like it:
- Tanks: Brutes and Tankers
- Ranged DPS: Blasters, Corrupters and Dominators (Doms could also go under support)
- Support: Controllers, Defenders and Masterminds
- Melee DPS: Stalkers and Scrappers
- HEATs and VEATs: Peacebringer, Warshade, Soldier, Widow
- Build Sharing/Critique
So a new player is looking at the forums, and is looking specifically at the Melee DPS forum. What does going there do? What content will they see? Question: will they see Brutes in there? Brutes are considered "melee dps" by many players: they nominally have nearly the same melee DPS as Scrappers (and by the way, we don't have DPS classes in City of Heroes in the same way as in other MMOs, so this terminology is not used by the player community in general: encouraging new players to use it will only cause players like me to have to correct them). Suppose we put Brutes in there to fix the problem. Now we look at Tanks. Are Brutes in there? Most people consider Brutes to be a tanking-like class, but if you go to that forum you won't see Brute posts. Or worse, *some* Brute posts will go there and others will go into the Melee DPS forum.
Maybe this would work if all the defensive brute discussions happened in the tanking forum and all the offensive brute discussions happened in the melee DPS forum, but that won't happen. Even if you tell people to do it, discussions are often much more fluid than that.
So even by your own rules, players will now need to use more mouse clicks to get what they want: they will need to read two different forums to search for discussions about what they want.
In any case, because many archetypes fit into multiple common groupings, organizing in this way reduces clarity. It actually increases the amount of work necessary to find what you want. Lets go the other way around: if you want to start a thread or look for a thread about a particular topic, which forum should you pick. As I said, at least in theory if I wanted to I could put all my Brute offensive questions into the melee dps forum and all my Brute defensive questions into the tanking forum. Suppose I have a question about Domination. Where does that go? How long would it take for me to figure out that Domination questions belong in the Ranged DPS forum.
I would just leave it alone myself but suppose I was charged with reducing the number of forum sections, period, in this particular part of the forums. Then what I would do is this: segregate by *powersets* and *special topics.* For example, off the top of my head:
- Damage sets
- Defensive sets
- Buff/Debuff sets
- Epic, Ancillary, and Pool sets
- Min/Max and Build discussions
- Archetype-specific and playstyle discussion.
That at least matches how the game currently works and how discussion about the game currently revolves. Not my first choice, but at least not my last choice either.
I get the sense that both the new character creator and the proposed forum grouping is at least partially intended to map City of Heroes archetypes into common MMO class types, i.e. Melee DPS. But because City of Heroes archetypes are not designed that way, don't play that way, and don't function remotely closely to how they do in other MMOs, that might look like it makes things more approachable on the surface, but you'll simply encourage new players to believe something that is not true: that their preconceived notions about how MMO constructs work in other games is transplantable here. And the existing playerbase will react to that by constantly correcting them. That may be a much more serious turn off to new players than a forum with too many sections will be. -
An interesting problem. One avenue that might be worth considering is Contagious Confusion. Its a grant power, so it probably will not be affected by the -20 level difference. If you can land a confuse on a target, and that target manages to land contagious confusion on another target, and that target's triangles are down, you could get a substantial amount of confuse duration. Assuming you have eight players with confuse powers with the proc, you could get CC stacking which could confuse one of the AVs for the duration their triangles were down.
Hypothetically speaking if all the triangles were synchronized, and all the AVs were confused at once, and all of them ganged up on one AV, particularly Numina, simultaneously, they might conceivably kill her. Also it takes an AV 5 minutes to heal to full through normal regen, so you might be able to whittle them down on each triangle cycle if enough of them concentrate enough damage to deal more than 30% health on each cycle.
This ignores any buffing they might do to each other, which could foil the process. With perfect pulling, the optimum strategy might be to pull Citadel, Numina, and Statesman off on their own and start confuse stacking them. Hopefully Statesman and Citadel get buffed by Numina and then pound her into dust when they are confused. -
Quote:Nevertheless, there are conditions on new characters besides "origin, AT, primary powerset and first power, secondary powerset and power, costume, Power customization, and name." What's more, all of those "conditions" are actually essentially free choice, whereas the two I mentioned are not: they are outside of your control.Obeying the law is more or less a prerequisite for being a hero, not a requirement for hero-side. If you don't want to obey the law, you become a vigilante or an outright villain. Complaining you can't be a hero AND a wanton lawbreaker is like complaining you can't be a Defender AND do amazing melee damage. If you want to do amazing melee damage, play a class that does this. If you want to disrespect the law, play a Vigilante or a Villain, or a rogue if you're feeling creative.
Being a super-villain's stooge is not a prerequisite for being a villain in the same way that respecting the law is for being a hero. In fact, a great many concepts exist in fiction already for whom the defining feature is that they don't serve anyone. You mentioned them yourself. And these are villains who easily fall square in the field of villainy and not in any of the other alignments.
And incidentally, obeying the law in general is a prerequisite for being a hero most of the time, but registering metahuman status isn't (unless you think half the Marvel Universe turned villain during Civil War), and the official status of "vigilante" didn't exist until I18. Moreover, you cannot *create* a vigilante which means this basic initial condition is still a limitation on new characters. -
I'm actually trying to figure out if there exists a set of graphics settings that make Will of the Earth invisible. I don't have to explain why to you: at first I was stunned by the question. But I try to give every benefit of the doubt when I can.
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Perhaps oddly, I find I just don't die very often on Keyes, and also most of the Keyes runs I've been on did not have a preponderance of dying. I've died more times in the less than dozen UG runs I've been on than in all the Keyes runs I've been on combined. And that's on a blaster for most of those Keyes (and all of the UGs so far).
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Quote:I do.********.
No one knows what to do on Keyes "intuitively". No choice is made in that trial based on an understanding of the mechanics of the game coupled with a desired outcome. First off, this is because so much of the trial ignores the core mechanics of the game, and secondly, because nothing about the trial makes the desired outcome clear. Those are the required starting points for "intuitively" working together, and both are missing in Keyes. -
Nothing prevents them from being translucent spheres with animations that make their surface reasonably easy to discern.
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Quote:For as long as I've played this game, I've known that there are two kinds of teams. The first kind are teams where everyone is working together as a team: every member seems to intuitively know what the team needs, and does it. Very little "instruction" seems to happen. The other kind are teams where eight soloers happen to be in the same instance, and if the other seven people disconnected or phased out of the instance it would hardly matter.Simple fact. If you need a 5-10 minute briefing from someone before running the trial just to know what the hell you're meant to do, it's too complicated.
*Most* of the PUGs in City of Heroes are the latter. People think good teaming is whatever they did yesterday on a team because it worked, when in City of Heroes rolling your face across your keyboard will work 99% of the time.
What the trials are requiring is teaming of the first type, and punishing teaming of the second type. And many players simply cannot adapt to that. They either don't want that kind of gameplay, or don't even realize they weren't doing it in the first place.
When the only two trials were BAF and Lambda, I thought that the players would eventually adapt. But with Keyes and Underground, its clear the learning curve is too steep for many players. Its easy to blame the devs for that, and I can certainly blame them for things like disintegrating frozen players. But I'm finding it difficult to blame them for things like players forgetting instructions they were told ten minutes ago or incorrectly executing an instruction on par with "shoot that, don't shoot that."
If its not done right, it might not be fun, but the notion that any task in the game that requires significant thought or the level of understanding of the task that requires a few minutes of time to explain and process is just too hard for "casual" gameplay suggests a level of braindead that I think should not be synonymous with casual play.
The problem isn't complexity, its that the devs need to focus their design energy on making fun complexity. There has to be a learning curve within the trials that rewards stepping up to the complexity, rather than punishing people for every little mistake. Personally, I don't think the trials require any major level of thought to do correctly. But there's not enough balance between rewarding good tactics and punishing tactical errors. -
Quote:On the hero side, there is the in-game canon prerequisite that you register as a metahuman and abide by the laws of Paragon City. On the villain side, there was the in-game canon prerequisite that you accept Arachnos help to break out of prison. Its a little different now, in that you now accept that Arachnos is watching over your shoulder more than normal.There are no conditions for new characters. Well, that's not true. The conditions for new characters are selecting origin, AT, primary powerset and first power, secondary powerset and power, costume, Power customization, and name.
There is no requirement for your character to be dumb, there is no requirement for this to be your character's first rodeo, and there is no requirement that you have to tremble whenever Recluse walks by.
You can play it however you wan't but your way isn't the only way, and other ways of playing are Viable as well.
One of the first things I do when I get to Sharkhead, is Leeroy the first strike I see.
And like I said before. It all boils down to the fact that while not everyone will treat my characters like big shots, my characters would still act like they're big shots.
Except for in graves, then my characters act like cowardly, stupid henchmen.
And its interesting you say you can play the game however you want but are forced to act like cowardly stupid henchmen in Graves. I did not picture myself as a cowardly stupid henchman in Graves so that was not mandatory. -
Quote:I think there is virtually unanimous consensus for #1, but I think #2 goes too far in the opposite direction. Without the threat of death, Antimatter is too trivial a pushover on his own to award a badge just for essentially defeating him three times with no other real restrictions.So these are the changes I'm thinking of for Keyes:
1. When Antimatter starts his regen cycle; neither disintegration NOR the obliteration beam will fire due to the time freeze and they cannot fire until he is finished regenerating or his regen is interrupted.
2. Loves a Challenge should be stripped of the no death clause, period. Wouldn't it be challenging enough to not smash the terminals and let Antimatter fully regenerate without the no death clause? Also didn't the devs state sometime ago that there would be no more "no death" clause badges?
3. Instead of idea #2; adjust Loves a Challenge so that if someone does perish that the whole league isn't penalized.
4. Adjust Avoid Green Stuff so that the whole league isn't penalized. last night we would have gotten it but someone decided to put "be stupid" on their list of things to do at that moment and turned on their fly power. This resulted in the circle appearing over the heads of some of us and by the time we realized it....too late.
5. Bunker Buster: eh, no major gripes about that badge. As a suggestion, tweaking it to smashing all three doors in FIVE seconds instead of three may not be bad. Still a good chance of failing it as someone may get to trigger happy or someone decides to NOT LISTEN to the orders of "stay away from all the bunkers until the bunk buster sub team is FINISHED" (this happened the other night, the person was subsequently voted OUT of the league)
6. Anti-Anti Matter: no change needed for that.
Given that Antimatter can still defeat the league when people are being disintegrated thus healing him thus making him nigh invincible, I don't really see the above ideas nerfing the trial to the point of making it ridiculously easy.
I think if the issue of defeat itself is a problematic one for Loves a Challenge, then Loves a Challenge itself would have to be completely redesigned, probably by adding a completely different challenge component. -
Quote:As I'm not on the development team, its apropros that I would do neither of those two things.The development team really has only two courses of action they can take on this issue in the long run, because eventually that's what it's going to come down to. As is the case with redside, the developer line seems to be 'ignore it until it threatens the life of the game' or 'get around to it when we can find someone that can be bothered'. With that kind of mentality, nerfs and hard feelings is pretty much all any of us can look forwards to with the AE.
Either undo all the boneheaded knee jerk ultranerfing that made the AE utterly useless to the dedicated writers and creators that accepted the task of doing the developers job for them and supplementing the content they refuse to update or enhance in a timely manner, or close the damned doors on the AE forever. -
Quote:Its broader impact for casual players is that even if you don't get particularly lucky, its not hard to get a few million easy, even at low levels. And "a few million" is a trivial amount of influence in current terms, but as I'm sure you probably remember it used to be very difficult while leveling up to keep all your enhancements green; it could take hundreds of thousands to millions of inf every tier. Today, any casual player that sells their drops with zero market intelligence is extremely likely to eliminate the influence bottleneck on slotting with SOs. Casual players do not need very much influence in market terms to be swimming in more influence than they can burn at least from level one through 49.So basically I earned over 700mil influence in about 5 minutes. Now granted, that was only because I had the good fortune to have stumbled upon a purple recipe and have all but one of the ingredients already. But still, I can sort of see why the AH works as easily and quickly as it does. With every server being connected to it, it's like eBay in that you have the entire world's population of players buying and selling, and that makes for a very fluid market.
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Quote:My original post presented my position that a good story should not automatically supplant canon, and I gave two primary reasons for that. The first is that contrary to what Positron implied about players seeking "open" environments, many specifically find it interesting to integrate with the existing environment to the best extent possible. You cannot therefore presume which parts of canon are more or less important: players can gravitate to minutia as much as grand story lines when it comes to leveraging pre-existing story.As I understand it, you're not saying that the game has necessarily been mismanaged but simply that there's an inherent flaw in giving one team creative leeway (the one in charge of story/canon) where you would restrict another (the one in charge of powersets). Whether or not this flaw has become a problem in the game is beyond the scope of your statement. But I may have misunderstood.
The second is that simultaneously considering storyline canon to be stifling to authors but historical gameplay worth preserving presents the prejudice that story writers as creative authors deserve to be unfettered by game history, but gameplay designers as creative authors do not.
In a separate post the subject came up about whether the game *ever* retconned anything. And its obvious they have. But that's ancillary to my original point. Nowhere did I try to argue that the devs have overturned canon in ways that reduced my enjoyment of the game. Whether they did or not is not relevant to either the question of whether canon should be trumped by good story, or whether retcons have occurred in the past at all. -
Quote:I'm curious to know how you managed that, since the largest obstacle Ghost Widow presents isn't damage output per se, but her mega hold which breaks through melee mez protection and her heal which would make defeating her solo much more difficult without very high defenses.All I did was go in and adapt how I would tank GW unaided for an unlimited amount of time using a Firetank back then, this is before -Range in taunt I am sure, using roughly a fifth of what I could of used over time and took her down 20%. My main interest was how to tank and second to that is what more can be done. I did mention this on european forums I am sure or something about it. I mentioned things just to get people thinking.