Arcanaville

Arcanaville
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  1. Quote:
    Originally Posted by Johnny_Butane View Post
    Pay my sub fees from now on. Seriously. Why should I support the development of content I don't want with my own money? Maybe you're implying I leave the game then. Why should I be run out of a game because the devs freak out at the six year mark and decided to start catering to &$^*ing muchkins?

    How about the people who crave all this "challenge" leave.
    Leave this game for one that does challenge you and where you can find the people to marvel at your leet skills at pressing buttons and envy your lewt proper.
    Because maybe this game wasn't built with you in mind.

    This has always been a casual friendly game. I didn't ask for a difficulty increase. I don't want a difficulty increase. I don't think the game needs a difficulty increase.
    I think that people with Mids and too much time on their hands need to get smacked the hell down and be told to turn up their difficulty, deactivate their enhancers and play debuffed if they think things are too easy.

    If this game isn't enough challenge then, it never will be and I'm not going to sit quietly while the devs waste time and resources to please power gamers who want the game to be a second job and who need to get over themselves.


    .
    Keep paying subscription dollars, and you can keep complaining all you want. Mine are paying for the privilege of saying you aren't likely to get what you want. Its simple, and its fair.

    Keeping in mind that this is just for discussion purposes. I don't discuss changing the game to try to change the game. I try to change the game to try to change the game. Its more efficient.


    I can't honestly answer the question of why you should support a game you don't like the development of. I wouldn't. But I don't have that problem. No one can credibly accuse me of either being a munchkin or a difficulty-*****. The vast overwhelming majority of my contributions to this game have involved making sure the average joe isn't screwed by something odd in the game, or making sure standard content really is matches standard content rules. I'm one of the few people that both understands and practices min/maxing, but keeps reminding people that most players in this game cannot play blasters for more than a few minutes without dropping dead, and that's the target audience. I'm perfectly fine with that being the current state of standard content.

    The end game is not standard content, and not bound by standard content rules. I'm also fine with that. I'm not saying there isn't large room for improvement, but I'm also not going to apologize for wanting the end game content to not be a rehash of standard content rules that we already have a gigaton of content for, and are continuing to develop content targeting. In that respect what I want personally and what the devs appear to be targeting are pointed generally in roughly the same direction. That's a fortunate coincidence, but anyone who wants to try to make the case that supporting the current end game direction is all about a personal desire of mine to hijack the soul of the game, please by all means give it your best shot. Aim at someone that can shoot back and is packing nuclear weapons.
  2. Quote:
    Originally Posted by Johnny_Butane View Post
    Except that's not what the Alpha and these two TFs do.

    The devs again throw us at Kobolds, but make them level 54 and enforce an additional -4 debuff if you don't have the Alpha.

    The Alpha didn't make us more powerful so we could face enemies we couldn't before; it merely partially removes an arbitrary and completely artificial gate the devs created and enforced.

    And, we're not fighting dragons now. We're fighting the same Battle Maiden we've fought before, that I've both soloed and duo'ed, but now I can't even stand up to her where as before I could.

    So who got more powerful? NOT US.




    In this case the rewards only lets us backslide a little less than we would without them, but we still have backslid. I used to be able to stand up to AVs. I stood up to these very same AVs. If the point of the Incarnate system is to present us with new challenges, these aren't that. They're not new; they're the guys I used to be able to go up against but I can't because the devs gave THEM the power boost along with cheating versions of Vengeance, a Lore slot that's way more powerful than players will ever get and rapid fire unresistible damage type nukes.

    I'll spell it out clearly:

    If you make player characters 5% more powerful but make the enemies 400% more powerful, you didn't really make player characters more powerful AT ALL.

    The challenge of the content aimed for the Alpha slot should reflect the improvement the Alpha actually brings, not what it may bring four months later when they get around to adding the rest of the tiers and not what other Incarnate slots may bring if they get released before the game goes under.


    .
    Let me see if I get this straight. You've already beaten Battle Maiden, so that's it. She can't come back in later content stronger, because that's just cheating. We're supposed to get increasingly stronger until she's completely impotent, meanwhile if the devs want to add more difficult content they have to invent all new characters you've never seen before, because once you've beaten the existing characters, they are supposed to run away and never come back.

    By the way, you forgot something:

    If you make player characters 5% more powerful but make the enemies 400% more powerful, you didn't really make player characters more powerful AT ALL YOU ONLY MADE TANKERS MORE USELESS.


    Glad to be of help.
  3. Quote:
    Originally Posted by UberGuy View Post
    I wonder what they could do to prevent level 50 characters from walking all over the Positron TF. If only it were possible to make characters not as strong as they are at their "actual" level... I bet they could come up with something like that for Incarnates, too.

    Nah, screw it. It makes far more sense to tune Posi for level 50s and screw all the level 15 people who try it.
    Thanks for saying it so I didn't have to. I would have risked the ban-hammer to face-palm this one.
  4. Quote:
    Originally Posted by EvilRyu View Post
    Seriously who here has ever died from caltrops? No one here I bet.
    Actually, I got killed by caltrops a couple of weeks ago testing a build at x8. Soft-capping has weaknesses, and that's one of them.

    Even if they don't kill you outright, I'm absolutely certain there are a lot of players for whom KoA caltrops have been a contributing factor to getting killed. Unless you have high resistances to lethal, their trivial damage actually starts adding up fast in large numbers, and its easy to get trapped in the middle of a bunch of KoA because their AI tends to be melee-preferred.
  5. Quote:
    Originally Posted by Luminara View Post
    The purpose of Real Numbers is to inform players exactly what their powers do. Whether the information is correct for the specific pointer it's referencing is irrelevant, it's a bug because it's not performing the intended function of giving players accurate information on those powers.
    I actually had this discussion with the devs when Real Numbers was in development. Given the complexity of the powers system, it was never going to be perfect. So the question was: accept it was always going to be giving misleading information sometimes, or give no information.

    Those are still the only two choices you have. To eliminate all sources of misleading information from Real Numbers would actually take more time than it would take to redesign all those powers to be less misleading in Real Numbers. This is especially true given that different people have different thresholds and definitions of "misleading." Most players - not just the ones on the forums, but the majority of all subscribers - probably have no correct notion of what to do with any of the accuracy or tohit numbers in Real Numbers. I would bet real money that more than half misinterpret the defensive percentage numbers as percentages of attacks rather than percentage points of defensive modifier. Accuracy is listed as a multiplier (i.e. 1.4x) because I won the argument that listing as a percentage (i.e. 40% or 140%) would be all sorts of misleading.

    You can try to eliminate as many sources of misleading information or descriptions as possible, but in a sense the system will always be "bugged."

    Technically, the correct answer to "what is the accuracy of Rain of Arrows" is: Rain of Arrows is a location power, and thus does not actually check a tohit against anything, and thus its accuracy is irrelevant because its never used. Rain of Arrows does cast a pseudo-pet that itself attacks anything in its radius, and that attack does have an intrinsic accuracy of 1.0. Any other answer is technically incorrect. But you're unlikely to see that show up in Real Numbers anytime soon.

    Of course, its easy to say that "obviously" the correct answer is "1.0." Until you ask the same question of Chain Induction.

    In a very real sense you're wrong. The intent of the Real Numbers system is not to be accurate. Its actually to be as useful as possible, being accurate only when accuracy itself is likely to be useful to the average player. Take "base tohit." We often talk about "base tohit of the player" as if this actually exists. It does not. Base tohit is a function of the target. When we say "base tohit" we really generally mean "base tohit of the player if the player targeted an even con critter (without level shifting) or a combat-modifier-neutral giant monster." So technically, the number shown in Real Numbers is not just erroneous, its actually completely fictional. However, if it instead only showed tohit *buffs* then "base tohit modifer" would often be zero. That would also be less than useful to the average player, who doesn't know the purple patch by heart. So it shows 75%. Which is wrong in the technical sense, and also wrong in the colloquial sense, and often just plain wrong period. But its wrong in a way that is probably useful to many players.
  6. Quote:
    Originally Posted by Bio_Flame View Post
    As plenty of others have said, yes, it IS possible to Tank a tower-buffed LR on a stone tanker, alone, unaided, unbuffed, without any inspirations.
    Is it TOUGH as hell? Does it require a GOOD IO build and player? Definately. But it is possible.


    But it can't be done on an Ice tanker. It just can't.
    Hell, it can't be done on ANY tanker that I know of, other than a Granite Tanker, with a SOLID build, with a good player. Even an INV tanker can probably only do it while unstoppable lasts and after it crashes, he's dead.
    My guess is that any tanker that can cap resistances to smashing, lethal, and energy (toxic would help also), and has a good heal or strong regeneration, has a chance. Well-built Electric Armor might be able to do it, toss in Dark Melee for insurance and I think well built Elec/Dark would work.

    If you're going to try to do it with defenses, then while the buffing towers are up you're going to need 75% defense to LR's primary attack types: Smashing, Lethal, Energy or Melee, Ranged. That's not easy to get, even with inventions and tanker mods, outside of inspirations and ally buffs.
  7. Quote:
    Originally Posted by Cynical_Gamer View Post
    Exactly, a circle-j*rk.
    And posted without even a hint of irony.
  8. Quote:
    Originally Posted by Venture View Post
    I agree, because I think the premises "anyone can solo" and "teams don't need particular construction" are bad game design. Support characters shouldn't be able to solo and generalists who are shouldn't be very welcome on teams.
    That's more a matter of preference than good or bad design. Point is, MMOs can be very successful violating those game axioms. The most successful of all breaks both. You could argue that it is poorly designed as well, but then we get into the semantics of what the intent of good design even is. Its generally, in my opinion, to make a successful game, as judged by the number of players willing to play it for extended periods of time, and gain significant enjoyment from it.

    What I will concede is that in the general case, its more straight-forward to design an MMO where things interlock together in explicitly designed ways which inevitably lead to fixed roles and fixed trade-offs that tend to include solo ability as a potential trade off. But while its easier to do it that way on paper, I think its the least interesting way to do it. I wouldn't leverage the game mechanics in that way. I'd keep soloing off the table and push team synergy in other directions. You just need a sharp enough pencil.


    Quote:
    If the devs want to change the nature of the game they'll have to start abandoning some fundamental principles or they're going to fail. Whichver choice they make, it should be fun to watch.
    Increasing difficulty is neutral to issues of soloability. And so long as that difficulty is spread out in such a fashion that it on average doesn't disadvantage specific archetypes more than others, I don't see this as being true, at least in the sense you're implying. Some other fundamental principles are already being amended that some players currently don't like, such as the actual threshold for judging soloability. The devs' standard has never been "place drinking bird on keyboard and wait" but some players' thresholds are not that far removed from that. In the standard content, the difference between the two was not large enough to make a big deal out of though. However, in the end game, that no longer holds. In the case of Trapdoor, for example, if you are not a genuinely strong soloer and not a strong player yourself, the encounter might be sufficiently difficult that you personally might not complete it. But that alone is not proof of a problem: it only has to be theoretically completable. Some players might not recognize (although I can't imagine how) the significance of the bifurcations and try in vain to plow through them. Some might think that inspirations are "cheating" or "shouldn't be required." Some might have explicitly built their characters to be highly focused on ally assistance to the point of fracturing their solo ability. All of these things simply mean the player might not complete it the first time, or even the second or third times. That's what it means to be "difficult" - the chance for failure is non-zero. But as long as its possible to do, the fact the player cannot find and use one of the available tactics that would work does not mean the encounter is improperly designed. That is something the players will have to start getting used to: failure is an option.

    The devs have also stated repeatedly that large sections of it are not targeted for solo players, and even the alternate paths that are soloable are not intended to be equally easy to solo or equally rewarding to solo. Shard drop mechanics, for example, provide for solo access but tend to reward teamed play by an order of magnitude. In the end game, that is considered an acceptable compromise between soloability and the higher-end targets of end game play which generally require or promote teaming.

    I don't mind those changes to the fundamental design principles of the game as it specifically pertains to the end game. There's still the other 90% of the game that is still highly solo-friendly and will be basically unaffected by those design foundational changes.
  9. Quote:
    Originally Posted by Ironik View Post
    The problem seems to be that the Devs appear to be approaching encounters like this from the viewpoint of a few specific characters. When my AR/Dev Blaster went up against Trapdoor, she got spanked, hard. I had to get help. Once you add a second person to the encounter, it becomes trivially easy. Too hard and too easy are both incredibly boring. Making my AE arc, I tested it with my weakest and least-capable characters to ensure anyone could play it. I don't get the sense that happens when encounters like Trapdoor are designed.

    When less-capable characters use a perfectly valid tactic used in the entire rest of the game, removing it just comes across as specious. If it were designed the way you would do it, no problem. But changing stuff mid-stream -- things that should have (and probably did) come up during beta -- does annoy people.

    I notice you're credited in GR. Use some of that clout going forward.
    The first time I played the arc was with my energy/energy blaster. First, I went in cold - no proactive insp use - just to see what the worst it could get was, and of course I got bonesmashered to death. Second go around, I bought two break frees, six lucks, and four respites, shot the bifurcations as they spawned, and took him out just fine.

    This is advanced content, and smart inspiration usage is considered a reasonable expectation from the players. Only if that fails completely do I think the players have a legitimate difficulty-based gripe.

    When you say pulling is a perfectly acceptable tactic, it is - BUT not always. The exact same thing happened in the STF with Lord Recluses and the towers. The design was not intended to allow him to be pulled completely out of sight of his buffing towers, but the critter AI isn't sophisticated enough to program the behavior they intend. So they added the teleport bungies. Knockback is a perfectly acceptable tactic, but the devs don't allow us to knock mitos out of the way. Slotting range into melee attacks used to be *possible* due to a game engine limitation but clearly not intentional, and when the tech became available to fix it, it was fixed.

    It would be nice if the devs never made design mistakes like this or could prevent them from occurring at all, but my clout with the devs doesn't really have enough pull to order them to not make mistakes anymore. It certainly isn't strong enough for me to convince them not to fix them any more.

    Honestly, when I test things I test them with the full knowledge and awareness that not all players are as knowledgeable as me, and not all players build characters as strong as I can build them. So I rarely test with optimized characters, and I'm always looking for potential problems that could hang average players with average characters. My evaluation of Trapdoor is that its advanced content: the average player will have difficulty completing it on the first try, but few if any characters that are at least average in solo capability will be unable to complete it with smart inspiration usage. If you can give me a powerset combination that you believe cannot complete Trapdoor with just smart inspiration usage and no temp powers, let me know. If I can figure out a way to test that combination in some fashion, I'm willing to try eventually. Keeping in mind that testing will be difficult and may take time, because at the moment you can only run it once per 50, and my supply of 50s is not infinite.

    (In fact, its on my list of things to bug someone about: getting the arc put in flashback minus the incarnate rewards so it can be retested by people like me)
  10. Quote:
    Originally Posted by Toe_Tagger View Post
    I was told if you got nothing nice to say don't say anything. I'm going to break that rule.

    PVP is still broke, and now that's it's changed it's going to take even more work to fix. You and you're team literally ruined a game for hundreds of players with no apology what so ever. You added in regular number crunching and everyone thinks that's amazing even though literally every other MMO were waist deep in it.

    Now MMO's are moving towards aiming and skill based. I seriously hope for the sake of whatever game you end up working on you don't take the same concept of pvp with you.
    Point of order: Castle did not add number crunching to the game, so he should only get credit for ruining the game for hundreds of players.
  11. Quote:
    Originally Posted by Johnny_Butane View Post
    Getting rid of tank and spank (or even more situations without it) sounds grand...if you happen to not be a tank.

    When that happens, you begin to question the need for a low damage AT with excessive defense and taunting when crap like the Apex death patches circumvent defenses and that little bit of tanking involved (IE taunting to get BM out of a blue puddle) can be done by Scrappers and Brutes.

    But, that of course is what I've been saying for years; the devs trivialize the Tanker's so-called advantages and punish them for them at all times, even when they are not much of an advantage.

    The hero ATs are 100% designed to have a tank stand in one spot, have enemies surrounding them and have their teammates picking them off. That was the dynamic the ATs and most of the power sets were designed around.

    Any move away from that dynamic without first updating the ATs and power sets that were designed to work with that dynamic is unwelcome by me.

    The devs want more movement by players? Fine. Make various changes to positional powers like removing the various speed penalties from Stone armor, extending Invincibility's defense buff to a 50' radius, remove all rooting and movement suppression and give all of the melee ATs more ranged attacks in their attack sets that aren't inferior DPS to their melee attacks and then we'll talk. Oh, and fix Tankers.
    If that's the prerequisite for talking to you, I hope you own a pet.
  12. Quote:
    Originally Posted by Dark_Respite View Post
    Oh, yeah, that reminds me...

    *FWAP*

    THAT was for shooting me in the back during the Wedding Event rehearsals!

    (I still think to this day that Ex Libris deliberately had me come on as a villain even though I was trying to film the wedding, coz the second it went PvP, YOU shot me in the back, Citadel shot me in the back, Manticore shot me in the FACE, and BAB just flattened me as I was staggering to safety.)

    Okay, you can go now.

    Michelle
    aka
    Samuraiko/Dark_Respite
    I would have gotten him for you, but my recollection is that at the event I was at pohsyb shot me in the back as I was trying to line up an assassin's strike on Castle, then the power suppression bug prevented me from attacking for the rest of the time.

    Seriously, he didn't even know I was there: it would have been sweet.
  13. Quote:
    Originally Posted by Venture View Post
    Given the premises that all competent builds (e.g. not the semi-mythical "pure healer" or "man" builds) are supposed to be capable of soloing standard content and that TFs are not supposed to require particular team construction, "ranged builds sometimes have an advantage" fails.
    That is not true. Just because all "competent builds" are supposed to be capable of soloing standard content, does not mean either that everyone should be capable of soloing standard content equally well nor does that rule apply to all content.

    Normally, melee has a significant advantage over range, because melee is generally coupled to personal defenses. Scrappers have a much easier time soloing practically anything than Blasters, for example. The fact that this is sometimes reversed is not a design failure. The fact that this is not always true in non-standard content such as end game task forces is non-relevant to the design rule.

    As a matter of degree, there are limits to how large the disparity should go. But as a matter of principle, I'm forced to state that the blanket assertion is not consistent with good game design. In fact it actually represents bad game design to forbid outright without qualifiers that which would have to occur at least to some degree in any good design.
  14. Quote:
    Originally Posted by Ironik View Post
    The way you did it was fine. It's these other people who keep saying that pulling is a cheap trick while insisting that using an overpowered temp pet is perfectly reasonable. As I said earlier, using the stupidly overpowered walking Jell-O mold doesn't make your character Incarnate-worthy. It makes the green guy Incarnate-worthy. Pulling, on the other hand, is using your brains and your character's inherent abilities.
    I wouldn't say pulling is a cheap trick: in fact I used to teach pulling back in the day and at one point I was responding to every single "you can't pull like that" post by figuring out how to pull like that and posting my results. I figured out how to pull bosses apart, which is supposed to be impossible, just on a dare.

    But having said that, there's the converse question of whether pulling in this case was a tactic exploiting a weakness Trapdoor was intended to have, or exploiting a weakness in Trapdoor's implementation he wasn't supposed to have. It seems apparent that the original intent of Trapdoor's design conceptually was that Trapdoor would be stronger if the bifurcations lived. *How* that was implemented allowed for pulling. But that's a game engine limitation being exploited, not an encounter weakness specifically or implicitly but there by design. The devs could have simply made the Bifurcation buffs map-wide, which would mean there was no way to pull them out of range, because the Bifurcations would have no range limits. Its also clear the Bifurcations spawn at specific locations so the devs don't have to worry about them accidentally spawning in places the players can't easily reach or shoot at. By saying the devs aren't being fair in taking pulling away, the players are saying the devs should have just said screw it and let them spawn where ever they wanted to spawn and with zone-wide buffs and said here, you guys go figure out how to kill them.

    The compromises that go into engineering this sort of encounter mean that sometimes, either for performance reasons or because of design limits, the encounters may have weaknesses that aren't just unintended, but actually contrary to intent. Its one thing to defeat something in a way other than what the devs intended. Its another thing to defeat something in a way the devs intended to be conceptually impossible.

    I do not believe in the meta game principle that says if the devs make a mistake, the players should be allowed to exploit it freely without correction: that the players should be free to defeat the devs rather than the critters. Because if that principle was to be honored, it would force the devs to design around it. In doing so, encounters would be forced to live under much harsher limits, and what little latitude we now have to find alternate solutions to game challenges would go away. I can tell you this: if I were to design an encounter that was intended to have only one way to beat it, it would have only one way to beat it, period. I wouldn't rely on implicit game features to limit all other ways: I would just negate those other ways explicitly in the design. Nobody wants that, but in crying foul every time the devs correct something like this a lot of people are implicitly begging for it.

    I think where the line is drawn is that I think its perfectly acceptable to tell the devs you want encounters with more variety in accomplishing the tasks. Trapdoor's basic "problem" is that you have to deal with his bifurcations, because each one of them makes him stronger. If he was explicitly designed so that holding the bifurcations would also shut off the buff, you could argue that is consistent with the design of the encounter but also provides an alternate method of defeating Trapdoor that isn't massively easier. Or maybe if each Bifurcation that occured reduced Trapdoor's max health by a small amount, the players could either try to defeat Trapdoor head on or simply survive him and take out enough clones to eventually weaken him to the point where he was easier to take out (in fact, it would seem to make sense that there would be some critical weakness to Trapdoor's incarnate power, since its not supposed to be perfect - but his clones are actually a pretty darned good power when you first meet him). But these would be not just mechanical trickery: they would be rooted in making a design for Trapdoor that made sense logically. Deliberately designing Trapdoor so he has the special incarnate ability to make clones half a mile away from himself that don't help him at all while he stays away from his massive power source and chases the player over a cliff is not logical. That sort of thing should only happen unintentionally, and be corrected whenever possible. And in this case, its possible.
  15. Quote:
    Originally Posted by Venture View Post
    Why is it that apologists always dispense the most vapid and obvious advice as if revealing the tactical wisdom of Sun-Tzu?

    Know what happens if you "joust" with a melee character? You cut your DPS about in half as you spend more time running back to somewhere you can hit the target from as you spend actually hitting the target. The day the devs decided that some characters wouldn't be able to fight effectively at range and that characters can't move while attacking was the day they decided encounters based on mobility would be broken.
    Or, that ranged characters would sometimes have an advantage over melee characters.

    Admittedly, this might arguably be too severe of a case, but the blanket statement isn't automatically true.
  16. Quote:
    Originally Posted by Johnny_Butane View Post
    I wonder how much you know about the last five slots and also wonder how different each of our definitions of "ludicrous amounts of power" are.

    I ask because I'm working under two assumptions:

    -Level shifts only occur in highest tiers of the Alpha (and maybe the Omega) slot, but not the other 8.

    -The remaining five Incarnate slots are 'safe' and as much "inside the box" as the the first 5.

    If you think I'm wrong about either of these assumptions (granted the second is very subjective) then please say so.
    Just the first three slots alone, given what I know about them, would be ludicrous to be handing out to the players without a commensurate increase in difficulty. Alpha itself is, with level shift, just barely within the realm of being not stupidly overpowered to use on standard content.

    Seriously: I haven't even seen the specific details of its implementation yet, but I'm already worried about Judgment all by itself. There have to be incredible restraints on Judgment's usage just to make it remotely non-retarded, like "usable only when your birthday falls on a wednesday."

    Even if individually someone tried to make a case that Alpha wasn't a big deal, or Lore, or Judgment, players are going to have all ten. Alpha with level shift is going to get everyone five percentage points closer to the soft cap. Its going to give them as much recharge as some of the most expensive invention builds, or significantly more damage. And those who've seen the peeks know what Lore and Judgment are going to be adding in combination with that. I can't imagine anyone thinking that's remotely appropriate for standard content. And that's just three out of ten.
  17. Quote:
    Originally Posted by EvilRyu View Post
    But here is where you are wrong. There is nothing difficult about any of this new stuff. Its just extremely frustrating when it doesnt have to be. Many of us who work have 8 to 5 jobs and dont want to come home to another form of work. Essentially thats what the incarnate arc, and the 2 new tfs are. Thats what I am saying. They can do this without making it frustrating.
    Its really not humanly possible to make an MMO that doesn't frustrate you.
  18. Quote:
    Originally Posted by GreatRock View Post
    Do you know how redering works? I'm just asking, do you? YOu realize pulling the files for a muscular male then overlaying it on top of a female model, then merging the render and cutting the insides out is relatively easy, right?
    For a 3D modeller, this would be easy. For a 3D animator, this would also be mostly irrelevant. On the one hand, this would introduce a ton of problems: problems with the new mesh interfering with female top costumes with actual geometry instead of just textures, issues with placement of shoulder items and actual arms (which are segmented from the body), and probably issues with integration with the body sliders. On the other hand, if your focus is on cleavage, why not simply adjust the geometry of the actual female breasts, which are themselves somewhat independent geometry as they have to be to work with the chest sliders. You're going to have to do that anyway, as the male and female chest sliders don't exactly do the same things.

    I'm assuming an experienced games programmer with knowledge of 3D animation rigs would know all of this. And before you ask, its safe to say I have a pretty good understanding of how this specific game works, and that includes the animation system.


    Incidentally, against my better judgment I actually analyzed the female chest geometry a while ago in reference to another thread about this subject, and discovered that at the lowest the chest slider would go the female breasts were about an inch above the chest in relative scale inches, for a standard height model. They were maybe a B-cup in volume, although that was an estimate (its not like I can have them try on bras to be sure). What makes them look larger than that is partially texturing, and partially the fact that the female torso has a significant arch forward. The model would probably look like it had more than A-cup breasts even if you literally removed the breasts due to that arch.


    Personally, I don't have any problem with increasing the range of the chest slider to further decrease the size of the female chest. However, I don't think that will always have exactly the effect some people think it will, especially given how much the appearance of cleavage is often due to visual textures and not geometry, which can't be so easily messed with. Adding a more muscular torso, though, would almost certainly require adding a new model in the general case. It would be too much of a pain to add it to the existing model and keep everything else consistent. As for the rest of the thread, good luck with that.
  19. Quote:
    Originally Posted by Johnny_Butane View Post
    Just for fun I went around to several servers last night during "prime time"; Freedom, Triumph, Virtue and Infinity.

    Apex and Tin Mage sat alone while Lady Grey and Imperious had plenty of company with people lined up to do their TFs.

    I think that speaks volumes on what the average player thinks about Apex and Tin Mage, as opposed to the vocal minority of Muchkin power gamers on these forums who've propped up these two disasters.

    May the i19 TFs and the devs "new development direction" be swiftly ignored, fall into obscurity and forgotten like the Shard TFs and other wastes of development resources.
    The difficulty level of the end game is no more a "new development direction" than Praetorian Clockwork are. The end game content is being simultaneously designed for escalating difficulty to be commensurate with the Incarnate system and more complex content introducing new mission technology: the Incarnate intro arc is just a hint of that new difficulty level. If you don't like it, don't play it. There will be other standard content developed with the conventional difficulty and complexity downstream.

    I would expect, still this soon after the Alpha slot was introduced, that people would still be farming shards. If the ratio of ITF to Apex was less than 100 to 1, I would be surprised. I don't consider that to be a reasonable metric of the success of the end game this early in evolution.

    In any case, we'll eventually know if the playerbase actually wants an end game progression system that is fundamentally different than the current content. If they do, this is it. If they don't, we're not likely to be getting a progression system that is the same as the standard content, we're just not going to get a progression system at all. A progression system without actual progress is what is known in the game industry as "retarded." And if all the playerbase wanted was more of the same, there would not only be no need for the Incarnate system, there would also be no possible balance-proper way to *add* the Incarnate system as it is remotely envisioned. Its a ludicrous amount of net power to be solely used to stomp on level 50 tip missions.

    I'm confident that over time the playerbase as a whole will adjust to the new difficulty, it will just take time. They've done so in the past on smaller scales, vis-a-vis LRSF. Its just a question of culture. The current player culture is heavily influenced by quick Katies and broken AE missions. Future players will grow up in a game with a constellation of content with Trapdoors and Tin Mages, plus ten levels of Incarnate power, and will not consider either of them quite so out of the ordinary.


    In any event, the same masses that think Apex is not worth playing as much as ITF also think your tanker theories are tapioca, based on my informal count of players actually playing tankers and thus validating the tanker "direction." Don't get cozy with the mob, the mob is notoriously fickle.
  20. Quote:
    Originally Posted by UberGuy View Post
    As others have mentioned, these are valid but fairly meaningless information, come about because of how the powers are implemented. Every power has an accuracy whether it needs to hit something or not, and that's what gets displayed by the system for things like summoned pets. "Patch" powers like rains happen to be, as implementation details, summoned entities just like an Animated Stone or Fire Imp, so we reasonably think of them as attacks and not pets, so displaying the accuracy of the summons is especially confusing.

    These are "bugs" in the sense that they're not working as seems sensible to the end users, but not in the sense that they're working as designed. Modifying the Real Numbers info to show us the accuracy of the pet and not the power would require some fairly significant special exception handling for those cases where the power summons something. So that particular example could certainly be improved, but doing so would be an enhancement of the system, rather than a bug fix.
    I was going to suggest that in the general case these are non-trivial problems to solve, but while thinking about that reply it just occurs to me I think I might know what Real Numbers is doing with Rain of Arrows. I'll put that theory to the test and if its true, I might be able to discuss a fix with pohsyb tomorrow.

    In the general case, it is in fact non-trivial to parse the powers database into meaningful descriptions, given all the Rube Goldbergian twists many powers have (for example: Jolting Chain, Phase Shift, Soul Extraction). However, its possible with enough effort for Real Numbers to show meaningful information. Enough effort might be a very large amount of effort, though.
  21. Quote:
    Originally Posted by Mandu View Post
    They aren't posting because NCSoft has instituted a new policy that devs will be fired if they post on the forums too much. First BaB, then Castle. All the rest are cowering in feat that their next post might be their last so they are saving it for something epic.
    That's the silliest thing I've ever heard. Castle was not fired for posting on the forums too much. Its obvious NCSoft is actually terminating people in alphabetical order.
  22. Quote:
    Originally Posted by Tenzhi View Post
    The way you're wanting it kept is the game changer, I just want the difficulty brought back down to the status quo.
    The increased difficulty of the end game content is not incidental, its the reason for the existence of the end game content. The whole point to having end game content is to have content that is more difficult and more complex than the standard content. Asking for status quo end game content is actually a contradiction in terms.

    Not everyone will want or appreciate the higher difficulty, just like not everyone wants to team for task forces, or PvP, or participate in raids. The end game is going to be another optional element of the game you can choose to participate in or not. But just like it would be odd to ask for the devs to design the raid content so it can be soloed, it is equally impractical to ask the devs to make the end game content have status quo difficulty and complexity. That's a failure to recognize what its purpose is. A soloable raid is theoretically possible but highly impractical. End game content indistinguishable from the rest of the game is also theoretically possible but equally pointless.

    If anything, Trapdoor represents the very beginning of the incarnate difficulty curve, not the middle or end of it.
  23. Quote:
    Originally Posted by Castle View Post
    That said, Castle is a character I created for a Champions game in the late '80s or early '90s. When I had him put into City Of, I gave up the rights to him. He now belongs to NCsoft, which is fine with me. He's part of something a lot bigger than he would be otherwise and that makes me happy.
    You have no idea. For reasons even I've kinda forgotten, when I test powers in the AE, its always Castle shooting at me. I think it has something to do with something I said a couple betas ago, but regardless just know that somewhere, sometime, "Castle" is on the job. Here you are testing Fury generation:



    On that day, Castle was an archer. Eventually, Castle is going to respec into every power in the mission maker sets.
  24. Quote:
    Originally Posted by Sardan View Post
    I believe the way recharge works is that every power's recharge is expressed in a number of ticks of a hypothetical clock that normally is in sync with real time. Any +Recharge makes that clock tick faster. So during the 5 seconds of the recharge buff, 10 seconds' worth of recharge time tick by. After the buff elapses, the tick speed returns to normal.

    That's my understanding. Someone like Arcanaville could explain it with much more authority, as well as give you a formula for calculating the exact effect of the buff, I'm sure.
    I suspect that's what the game engine does, because its the most straight-forward way to implement recharge, but I'm not certain.

    What I am certain about is that its the easiest way to calculate recharge.
  25. Quote:
    Originally Posted by UberGuy View Post
    Why? It's the only thing it tells us it does. In big, red, flashy letters.
    Ironically, it seems to have distracted players from watching the big flashy numbers everyone is usually focused on.

    Trapdoor's clones also buff resistance. At least, they did when I last ran Trapdoor, which was admittedly before the latest patches. This could be not so easy to detect when there's just one or maybe two clones out there and you kill him fast, but I'm surprised the people that let the clones go nuts didn't notice that. The first time I ran the mission, it was actually the first thing I noticed, even before the regen.