Arcanaville

Arcanaville
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  1. Energy Blast is a tough set to build damage into, because its ranged blasts have fairly similar DPA. That means there isn't much DPA leverage with recharge buffs. Your best bet is to slot damage procs in attacks, aim for enough recharge to keep a full attack chain, build for moderate damage bonuses, and slot Musculature.

    If you are willing to go blapper, it opens some options. Specifically one called "Energy Punch." Its the best DPA attack in the Energy/Energy arsenal, but to use it often requires a lot of recharge. I don't have the power in my build now because I have BS and TF instead, but EP is the best of the bunch if you are looking for pure damage output.

    I'll be honest though: Energy blast is so difficult to pump damage into that I basically decided to build my energy blaster for crazy recharge. Crazy as in 155% global recharge plus spiritual. Bolt and Blast almost make a full chain, and I don't need to deal with the short range of burst (I don't even have the power). My attack chain looks like bolt, blast, bolt, bu, bolt, blast, bolt, aim, bolt, blast, bolt, explosive blast, bolt ... using nothing but 80 foot range attacks. I also slot force feedback procs into all four ranged attacks (bolt, blast, torrent, EB) because I am in fact that crazy.

    It has its moments. The other day I was running in a BAF and I found myself at the end drawing nearly the full aggro of Siege for some reason. He was literally locked on me: I was actually sequestered *five times* at the end between attacking Siege and then attacking Siege + Nightstar.

    Funny thing about sequestering a blaster. We can still shoot back. So since I was buffed with massive defense buffs and at the resistance cap, and the team was spamming heals, Siege couldn't kill me. Conversely, even triple-ringed I could still bolt, blast, bolt, pause, bolt, blast, bolt, pause, with an almost full chain. I just tried to position the rings away from other players to not get them held, but otherwise I just kept shooting at Siege. And with very high global recharge and the FF proc going off a couple times a minute, I was doing pretty good damage for a perma-held character. Defiance only allows me to use bolt and blast (and power thrust) but bolt and blast represents most of what I do anyway.

    At the end I was actually telling my monitor "yeah, sequester me, I double dare you, I'm over here, toss those hoola hoops this way." You don't get to do that on a scrapper.
  2. Quote:
    Originally Posted by MunkiLord View Post
    Zombie Man, Arcanaville, GG, BillZ, Mempshi Bill, Aett, EvilGecko, BrandX, Sam, Techbot, and Forbin all post instead of playing the game. Therefore I know more than them about CoH.

    Those with post counts less than mine(everybody else that has posted in the thread so far) are n00bs and haven't been around long enough to question me.

    Now you should all pay your respects to MunkiLord, King of the Forums.


    (Of course its a joke. Practically everyone with Empath and Immortal will have similar stats. I just happened to notice I crossed that mark this weekend. Interesting to note: the game has only been live for about 62000 hours. In actuality, about 2000-2500 of them are real play: it took my main 908 to get to 50, a number still burned into my memory.)
  3. Arcanaville

    Game population

    Quote:
    Originally Posted by Forbin_Project View Post
    Right, and the only way for players to get access to the characters over the limit would be to delete existing characters that they never would have deleted before the extra characters were forced to transfer to the new server. So the players are put in a position where they are forced to delete characters
    The way I read the suggestion, if you had, say, 40 characters on the servers to be merged, the merged server would have 40 active character slots. You couldn't make any new characters on that server but you could access all 40. It didn't say characters above 36 would be inaccessible, so I should give the suggestion the full benefit of the doubt in that specific circumstance.

    The concept of temporary overflow exists in other parts of the game: you can have more transaction slots than the maximum if the game requires them to, say, split up a group transaction, and we know from past testing that if the game is forced to send more recipes or salvage than you have space for for some reason, you're simply temporarily allowed to have more than the limit, but you cannot do anything else except remove items until you drop below the limit. I'm assuming the suggestion follows similar lines.

    Its possible, but not nearly enough to avoid the huge number of problems a merge would cause, because most of the problems with a merge are inherent to the merge itself, and not its collateral damage effects. Some players fundamentally do not want to see their server community and its assets merged with another. That's an intractable problem with no real problem-free solution. Some people fundamentally do not want to change character names. That is an intractable problem with no real problem-free solution in a merge.

    In any case, if I was of a mind to do a server merge, I would go all the way and go shard-less. Rather than have to deal with this problem multiple times, I would go all the way once and come up with a way to preserve server communities within a singular global structure. And I wouldn't claim it would be problem-free: I would only do this if the problems I know would occur were worth the benefits.

    Is it possible? Well, hypothetically one way to do this would be to put everyone into a single global space but tag all players with a shard tag of their original server, and then use phasing to allow players to see essentially only things with the same server tag. In effect, Freedom, Virtue, Champion, Triumph, and all the other servers would be occupying the same space but invisible to each other. Voluntarily, however, people could unlock their phase locks and see everyone and everything on the global server, either permanently or temporarily for cross-server teaming. If you're on Infinity and you want to team with someone on Virtue, you could unlock your tag and see the Virtue people, join their team, and run with them. You could stay permanently globally visible and see everyone globally, or return to your own "Infinity dimension" once that was done. While teamed, your Superguy character would appear as Superguy: Infinity to avoid name clashes with Superguy: Virtue. It wouldn't appear like that: it would appear as Superguy with the server tag below, so it actually looked like a tag rather than a continuation of the name, so we don't mess with players' character names.

    There are a ton of problems with executing such a thing, I won't deny. But I would explore ideas like that before contemplating a server merge. Because while a server merge might be more technically easy, it actually might be far more disruptive because in a normal server merge the problems of name space and community just get punted. In something ambitious like the above, those problems get addressed front and center.
  4. Quote:
    Originally Posted by baron_inferno View Post
    Relying on E merits to get you the rares and very rares is unreasonable. It will take 184 E merits to get the 8 rares and 4 very rares required to get all 4 slots upgrade to Tier 4 abilities. That translates to 3 months of doing the 2 trials once per day or you'd have to complete a whole lot "Master of" trial runs which each individual player have quite little control over.
    Why do people continue to quote how long it would take to do something with only one specific reward like there's a badge for doing it with your hands tied behind your back like that. It would take 184 trial runs minimum to get 184 empyrean merits, and long before then you'd probably have enough components to upgrades them into very rares.

    Empyreans help, but the point is you're supposed to use your thread drops, your astrals, your empyreans, your component drops, and your earned iXP to unlock those slots and then slot powers into them. It is extremely difficut to contrive a scenario where it takes hundreds of trials to do that. On average, its going to be dozens to fill everything with tier 4s. Which is four times the effort it takes to fill with tier 3s, which almost always have an analog that is close to the strength of a comparable tier 4. In the worst case scenario where you're getting component drops at all, its still highly unlikely its going to take you a hundred runs to reach tier 4 in all slots. My blaster has enough resources to make at least three very rare powers in theory, having done less than 60 total trial runs and having never gotten a single very rare component drop. I was tier 3 slotted after less than twenty runs.
  5. Quote:
    Originally Posted by Obscure Blade View Post
    Sort of like this.
    Exactly like that.
  6. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Personally though I'm still holding out for Dual Assault Rifle.



    Of course, there's always Sword-Blast for Blasters.
  7. Arcanaville

    Game population

    Quote:
    Originally Posted by Ironblade View Post
    Because forced character deletion is the way to keep your customers happy.
    Actually, he's saying if you have more than 36 characters total among the servers being merged, none of those characters get deleted: you simply cannot make new characters on the new server because you're over the limit.

    Having said that, the notion that such a merge under those parameters wouldn't cause problems is an interesting blend of scary and funny. It would be the single largest disruption in the game in its entire history. For every issue listed in Memphis Bill's post, I can think of one more not listed. Its a huge can of worms.
  8. Quote:
    Originally Posted by BrandX View Post
    You can have Ice Armor scrappers after we get Ninja Scrappers.
    You can have Ninja Scrappers after I get my Dual Archery Corruptors.
  9. Quote:
    Originally Posted by Zwillinger View Post
    The only stuff that I can definitively state will not be included in Issue 21 is...

    There's always perk packs.
  10. Quote:
    Originally Posted by Memphis_Bill View Post
    *sort*

    I think if "wrong" were distance, you'd be orbiting another galaxy with this post.

    Though you are a *perfect* example of the attitude I'm talking about in the original post. Using post count to make ANY sort of assumption about what the person says, their experience/knowledge, etc.

    Would Arcanaville, for instance, be any "more" or "less" right if she only had, say, 10 posts? Why would you make an assumption based on that, versus what she *says?*
    True story: someone long ago once told me that I only thought other people would believe what I had to say because of my excessive post count of twenty eight hundred posts. I've come to believe that post count is what you attack when you run out of things in the post to attack and you want to attack the poster, and you just don't know the poster well enough to have good material to land. Someone who's been around the forums even for a few minutes would at least hit me for being too focused on numbers, or being a suck up to the devs, or having a cult, or being literate, something like that.

    But I think the guy with nine posts will accuse the guy with forty seven posts of spending too much time on the forums if they run out of things to say. It means exactly that much, and is exactly that funny.


    Besides, everyone knows its not post count, but word count that matters. Unfortunately the boards don't track word count, or I would currently be the Supreme Overload of the forums.
  11. Quote:
    Originally Posted by Zombie Man View Post
    Folks who play a lot but almost never come to the forums often have unusual ideas about how the game actually works. Their perception bias never gets challenged by a larger data pool or by folks who've done real and rigorous testing, or by info that comes from the Devs.
    A lot of people have very weird ideas about how this game works, but at least the people who express that on the forums find out those ideas are weird. People in-game don't find that out unless and until they voice them on a global channel or broadcast, and they are usually much more indignant about it in-game.

    Part of the problem seems to be that while some players will concede that the way the game works in general might be different than what they know, the way the game has worked for them is the way they know, as if the game is something mysterious that can work differently for different players. Unfortunately, that too is usually wrong.
  12. Quote:
    Originally Posted by John_Printemps View Post
    Just popped in the new Mid's patch. Seeing a Regen and HP Capped Scrapper is heart-warming. Knowing that Spiritual increases that throughout the duration? I might melt from all the warm-fuzzy feelings.

    And people were worried about Regen's Late Game in I20.

    301.2 HP/s

    AV's, eat your heart out.
    That actually approaches level 50 monster-class regeneration (353.4 h/s). With reconstruction and dull pain's heal recharging fast enough, I think you could conceivably exceed that.
  13. A little late, but just FYI I don't think Mids is properly accounting for Alpha buffing Destiny. Spiritual should buff Rebirth, and in my informal test in-game just now it seems to at least for the regen part. So if you slot Spiritual, your Rebirth buff numbers will be 33% higher. That will edge regeneration up slightly; by 66% regen base, and more at the peaks.
  14. Quote:
    Originally Posted by EvilGeko View Post
    Welcome back!
    I told him my Ion Judgment looked cooler than his Shockwave, and it forced him back out of retirement.

    Works every time.
  15. Quote:
    Originally Posted by RemusShepherd View Post
    I think your criteria is too high, though. You could twist the existing code into almost any other game without starting over, but that doesn't mean it would be a good idea. You could make CoX a racing game, a minecraft-like sandbox, a side-scrolling arcade game, or a linear single-player RPG by bolting code onto the existing system. But in each case starting over would be the easier path.
    In all those cases, you would be changing very fundamental aspects of the game, to the point where making those changes would require you to in effect rewrite virtually the entire game. And it is at that point that it makes sense to make a new game, because the new game would be incompatible with the old one, and require virtually as much work to create whether you retrofit or start from scratch.

    If your *intent* is to preserve as much of this game as possible and just add one thing its better to add that one thing to this game rather than replicate all of this game's features except for that one thing. But if you're going to make an entirely new game, its obviously time to start fresh and make an entirely new game.

    That's why the issue of character portability is a logical one, not a player preference one. If enough of the game survives to make character portability reasonable, you're almost certainly better off just adding those features to the existing game. Character portability as a practical matter requires a large amount of the fundamental game to remain intact. Conversely if you are changing enough things to justify a new game in the first place, character portability is likely no longer relevant. It wouldn't really be character portability: it would be offering your old customers the right to start at the level cap with new characters. Nobody does that.
  16. Quote:
    Originally Posted by Cheetatron View Post
    I might be the only one doing this but I have my brawl set to auto because it's dmg is free

    another suggestion for those without personal attacks is to use powers that aren't effective on purpose. Immobs, and holds? go ahead and use them on the AVS and the escaping prisoner Lts even if they wont do jack they still help your participation also feel free to heal allies, pets and even your allies' pets this also counts apparently
    Since that post above, my current recommendation to masterminds that are having frequent occurrences of not qualifying is to try to use as many foe affecting powers as possible without running out of endurance, try to stay close enough to your team or teams to be theoretically within the range of buffs and heals (keep to your assigned group if possible when the league splits up), and try to not spam the same power over and over if that is possible.

    And if you are running out of endurance a lot, consider crafting and slotting a Cardiac Alpha during the trials, even if it is just the cheap tier 1.
  17. Quote:
    Originally Posted by HelinCarnate View Post
    Perhaps they are the same roll and half of them go to 100.00 and the other half go down to 00.00? Like rolling a D100 using 2 D10s. With PnP RPGs you cannot roll 0 so they are all treated as 100. Damn I feel old now.
    More likely they are generating a random real between 0 and 1, multiplying by 100, and rounding off to nearest 0.01. So all rolls lower than 0.005 round down to 0.00, and all rolls higher than 99.995 round up to 100.00.
  18. Quote:
    Originally Posted by Johnny_Butane View Post
    The devs have been quoted as calling the Praetors as featured in the Incarnate trials "Cosmically Empowered".

    The exact wording from the i20 page:



    OK, now the definition of 'cosmic menace' can vary from person to person. In my opinion, it would mean that you'd have to have power on a cosmic scale or at least exert your power on a cosmic scale. In the case of physical power, you'd at least have to be at the "planet pushing" level. None of the Praetors have demonstrated this yet, certainly not Marauder, Siege or Nightstar.

    I'd be hesitant to justify calling the Praetors as such on the shaky foundation that they're causing trouble cross dimensions, because the fact is they were doing that before and if that's all that it takes to be 'cosmically powerful', player characters and Red Caps already qualify.
    Technically speaking, the devs have never to my knowledge stated that the Praetors are cosmically powerful just cosmically empowered. They are empowered by Emperor Cole, who himself is empowered by the Well of the Furies. So they are getting power from a cosmic source. But they are not specifically stated to be cosmically powerful, like as in Galactus powerful or even Silver Surfer powerful.


    Plus, its always difficult to translate MMO power levels to real world or even fictional comic book analogs because of the oddities of mechanics. For example, surviving a nuclear blast sounds like a big deal when we say Statesman survived one, but then again the players actually *get* something called a nuclear blast that half the game can survive. Setting that aside as being somewhat hyperbole, Marauder in Lambda has 100% resistance to everything except psionics when enraged. This means within the limits of the game mechanics to represent, unless nuclear warheads are unresistable Marauder can not only survive a tactical nuclear warhead, he can survive a fifty megaton bomb. He can survive Mars falling from the sky and vaporizing North America, because nothing except psionics can scratch him.

    And yet, he could not survive a Steel Canyon building exploding, because that detonation *is* unresistable and *guaranteed* to deal more damage than you have health, no matter how much health you have. If Galactus landed in Steel Canyon and accidentally stood on one of those buildings when it blew up, even if Galactus had 100% resistance to damage and a billion points of health he'd be kaboomed.


    There's also the small matter of the fact that in-game, all of the signature heroes and villains are plain retarded on their own. If you put players into the driver's seat of the Freedom Phalanx and they played that group like a real team, that team collectively could probably wipe out any conventional army you could assemble in the City of Heroes world. And that's because another rule of the City of Heroes world that is somewhat different from either the comics genre world and the real world is that force multiplication doesn't fool around. An army of conventional abilities with no super powered stacking buffs or debuffs will lose to any strong team of anything with those. That sort of thing doesn't really happen in the real world, and doesn't really happen in quite the same way in the comic book genre usually. Singularly, most of the most powerful heroes and villains in the Marvel and DC Universes can probably take on anything in the City of Heroes universe one on one. But a team of eight, twelve, or twenty four of the strongest things in the City of Heroes universe playing by CoH rules could probably lay waste to the DC and Marvel Universes faster than the Marvel Zombies, no matter what the numerical odds were, short of facing the entities in both universes capable of rewriting all of reality.
  19. Quote:
    Originally Posted by Phillygirl View Post
    God forgive me i think i understand this enough to explain it (this frightens me).
    Actually, you are basically right on the money here:


    Quote:
    In this example:
    My Mind/FF has force bolt 6 slotted with Kinetic Crashes so
    51.21Pts of KB

    The fact that you have enhancers means that part have DR aplied to it. So look at the base value and subtract that from your 51.21 pts that is the value that the DR will apply to. so now you have something like this:

    45 kb protection vs 51.21-DR's enhancer buff [or your base kb+(enhancements - DR)]

    Since you are not being kb's it's below 45
    since you get KB'd with acco off it's above 35? (forget if acco is 9 0r 10 pts protection)

    Can't find my usb drive with mids on it here at work to give the base numbers and enhancement numbers.
    Basically correct. You cannot compare your DRed KB protection to incoming KB magnitude because that's not how DR works. DR works on *totals*. So while your 45 mag KB protection is reduced to 10.5 in PvP, when you are hit with a KB the game engine adds your KB protection to incoming KB magnitude *and then* applies DR to the total. So in this case we have force bolt on a controller dealing 18.694 KB at level 50. Then we have 6-slot Kinetic Crash which gets you +173.95% KB enhancement strength after ED. That gives you a net PvE KB magnitude of 51.21. However, in PvP that enhancement strength gets reduced to about 127.78%, which reduces the total KB magnitude of that attack to 42.58. The total KB effect on you is -45 (protection) + 42.58 (attack) = -2.42. This is still below zero, so you are not knocked. Its close enough, though, that shutting off Acrobatics brings your protection too low to protect you from that knock.

    The kicker is that DR will affect that total, by bringing it down to -1.59, but that's still below zero. The point is that since DR only reduces the *magnitude* of the total (bigger or smaller), but whether you are affected or not depends solely on the *sign* of the number (plus or minus), DR cannot change whether you are affected or not, *except* by messing with the strength modifiers. For example, if the total had been +2.42, you'd have been knocked, and DR would have reduced that to +1.59, and you'd still have been knocked.
  20. Quote:
    Originally Posted by Kangstor View Post
    Ok lets see about some definations first.

    Random: things occur without order or apparent reason.

    pseudo-random: describes a sequence of numbers which has all the properties of a random sequence following some probability distribution (except true randomness), but which is actually generated using a repeatable deterministic algorithm.

    Computer programs uses pseudo-random to create a randomness image. Humans can't write a program that works on a total random since you can't describe it to a computer to compute.

    So how does it works, there are a few ways the one I know is; producing a long enough string of numbers (most of the time diving numbers equally across in the string and keep repeating them like 10 times so a string of 1-10 should have at least a string size of 100) than multiplying the next number in the string with systems clock in seconds or miliseconds and diving number to a big number to get a number between 0 and 1. Than check number with a table for example if its between 0 and 0.45 than give common, 0.45 to 0.7 uncommon 0.7 to 0.9 gives rare 0.9 to 1 gives v.rare.

    Taking above example people may get same type of rewards over and over because they are a little unlucky hitting at the same portion of string and system time. Considering there are more than 2000 player in CoH (don't know exact number) and assuming that each have at least 2 or 3 level 50's we will have a pool 6000 if string was not long (lets say a string of 500 would be too low for this) enough or somehow repeats similiar behaviour during its lenght (for example if string has a few numbers consecutively 0.45-0.7 results when multiplied with system time) than it may look like it has a pattern which it doesn't and it will be hard to find where is problem.

    I am not saying CoH's random table works like this but its most probably a similiar algorithm which results in such behaviour and people are only seeing this behaviour, this doesn't mean system working wrong or right its not easy to tell this and if its really not dependant on participation as a metric than its almost impossible to see where is the problem (for example the ones I mentioned above) unless you have hundred-thousands of data if not milions.
    These days most random number generators in systems like this are either seeded with the time as a 32-bit integer, or with an entropy pool. And most random numbers don't work quite the way you describe. Most use functions over modulo arithmetic, and many are based on FSRs - feedback shift registers. A well known example is the Mersenne Twister for those remotely interested.
  21. Quote:
    Originally Posted by HelinCarnate View Post
    Actually with to hit there are 10,000 different results; 0.01 to 100.00.

    just picking at nits.
    Actually, its 0.00 through 100.00. 10,001 possible results, due to wraparound roundoff. 0.00 and 100.00 are about half as common as the other rolls.
  22. Quote:
    Originally Posted by RemusShepherd View Post
    I suppose both answers can be true. Many of these features *could* be implemented in the current system with very large outlays of manpower and money. But they would all be *easier* to implement in a new system, with a codebase designed to facilitate them.
    For any feature to be easier to implement in a new game rather than in the existing game, two things must be simultaneously true:

    1. The existing code is sufficiently poorly understood that tampering with the parts that have to integrate with the new code would be dangerous and slow.

    2. Parts of the existing code actually make the desired feature *impossible* to add, forcing parts of the game unrelated to the new feature to be modified in non-trivial ways.

    Without these two factors in force, the amount of code necessary to implement feature X is usually the same whether it is in a new game or an existing game. Where the existing game can make it harder is usually by the collateral effects of adding the feature, which the above two create.

    In very rare cases its possible for a new feature to require such a fundamental change in the way the game is designed that as a practical matter it simply cannot coexist in the current game and can only exist in a game that is designed around that feature. However, lets take your example of growth powers, one point at a time:

    Quote:
    I think growth powers are the best example. For them to work, you'd have to add hitboxes for every environment objects in every zone and mission map, so that overlarge characters would not clip every time they enter a corridor or walk under a bridge.
    The fact you can express this in terms the existing game would understand implies the current game engine is mostly adequate: the problem is the data resources in the game itself, not the codebase (if there is a problem in the codebase, its likely in the *dev tools* to make environments, not the game engine itself).

    And actually, I think the problem is less the bounding of the environment, and more the bounding of the characters. Our heads protrude into spaces not because those spaces aren't bounded, but because our heads are outside our own bounding box.


    Quote:
    Even then you'd need to handle partial powers (if a character who can normally grow to 20 feet can only grow to 8 feet because there's a ceiling, how does that affect his melee damage or resistance?) and a host of problems with power activation.
    I'm not sure what you mean by the latter, but the former falls within the realm of the power database and the powers system, and *presuming* growth powers affect things like damage or resistance, it would almost certainly happen with scalable powers. You'd have size tables within the appropriate archetype, and you'd scale the strength of those powers based on a size scaler. Basically, the same way some powers scale by combat level.
  23. Quote:
    Originally Posted by Residentx10 View Post
    I'll just add this comment. DCUO never had a chance. How do you play ball with a game that is 7 years old?
    You don't need as much content as CoH. You just need enough. And it isn't just CoH you're competing with on that score, its every other MMO out there that has been around more than a year. I don't know why this is, but MMO dev teams either believe content gaps are something they can fix after launch, or something they don't want to launch with but are forced to do so by publishers, or something they just can't make fast enough for some inexplicable reason.
  24. Quote:
    Originally Posted by Robot View Post
    e free-to-play model would then allow the die-hard fans a chance to support their game where it really counts (at the cash shop), while gracefully acknowledging it's age and engine limitation in the marketplace, and introducing tons of new players to Paragon City.
    Are you suggesting a free to play model implies an MMO cannot compete with its peers any longer? Because there are people who believe strongly enough in that model to believe all MMOs should *launch* with that model in this day and age: that it is the stronger model for future MMOs to follow.

    If Paragon does make a new MMO, whether it is CoH2 or something else entirely, I think there is a better than even chance it will be free to play. If Free to Play would be CoH players acknowledging their game has limitations, what would the new players of the new game be acknowledging?
  25. Quote:
    Originally Posted by RemusShepherd View Post
    Your grammar's a little broken, there. Are you saying that every suggestion you've seen could be implemented in the current architecture?

    Because stretching powers, growth powers, swinging movement, destructible environment, four-legged player meshes, and vehicles all would seem to require a new codebase.
    Most of those would need new code. None need a new codebase as far as I can tell. Some would require very large amounts of code. But less than writing a new game from scratch.

    To require a new codebase, those features would have to not just require new code to implement, but be either impossible to implement or excessively encumbered with the existing code to make them far more difficult to implement within this game than implementing the feature from scratch. Which of those features do you believe have that property, and why?

    Let's take four-legged player rigs. What's wrong with them? What's wrong with them is that the animation system isn't designed to handle them, and all existing animations aren't designed to deal with them. All four-legged critters would basically be starting from scratch, without even standing and walking animation cycles. You'd have to make every single animation again, including Dragon's Tail, Backflip, Jump Kick, Hover, Knockback, Walk, Ready, Slide - everything. Adding that feature would take an *enormous* amount of animator time.

    But a new game would be in the same position: it would also be starting at zero. In what sense would this game actually *prevent* the implementation of that feature, except in terms of the huge resources involved - keeping in mind a new game would also require huge resources to implement?