Arcanaville

Arcanaville
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  1. Quote:
    Originally Posted by Xanatos View Post
    The Developers will never be able to stop farming and powerleveling. The farmers have already moved on to something else.
    They could ensure there are no end-arounds in the reward system. The notion that balancing reward systems or combat systems is an impossible, and therefore ludicrous task, is itself ludicrous. It may be difficult, and the tools to do so may not be commonly exercised in typical game design methodology, but the notion that its actually an impossible task is so humorous to me from an engineering perspective that I always look upon it in the same way I look upon the notion that the moon landing was obviously faked.

    You can't stop "farming" and "powerleveling" but you can theoretically ensure that the only skills that generate enhanced rewards are efficiency-related ones, not corner-case advantage-leveraging ones. You can make sure the players can exercise tactical options, and not engineer skewed circumstances.

    You can try to improve both the speed and the precision of game rebalancing, and there's no question there's tons of room for improvement there. But you don't, as someone else put it, "give up." Giving up on game balancing is giving up on game design, period.
  2. Quote:
    Originally Posted by Demonic_Gerbil View Post
    Isn't the point of CLOSED BETA to test how breakable things are? Isn't someone that finds those kinds of things EXACTLY the people you'd want in Closed Beta instead of some carebear?
    What you want in a closed beta tester is someone capable of finding ways to break or exploit the game, is willing to report such findings to the devs, and has the restraint to avoid using that knowledge for personal gain.
  3. Quote:
    Originally Posted by FireandDarkness View Post
    People don't get too excited filing for a trademark is one of the initial steps in development of a game. Average development time for an MMO is 5 years. And that's usually 5 years from the corporate game announcement not from the filing of trademark.

    So your looking at 2015 for CoH 2 roughly.
    But we'd be in beta by 2013, 2014 at the latest.
  4. Quote:
    Originally Posted by Dispari View Post
    That would/could work for things like +DEF, -DEF, +RES, -RES, +DMG, -DMG, +ToHit, -ToHit... what about things like -recharge, -speed, or mezzes? You could easily make a Mind/Plant pet that spams confuses and holds while doing no damage. Or knockdowns through Ice Slick. Or an arch-villain that just stands around with Choking Cloud or Oppressive Gloom on.

    Still thinking about those, as I mentioned at the end of the post:
    Quote:
    And even this somewhat complex idea has some corner cases still to consider (the most obvious of which is: what do you do about stacking slows and mezzes).
  5. Quote:
    Originally Posted by Heraclea View Post
    If this is the case, it means that their battle was essentially won before this patch went into place. The really effective exploits have all been ironed out of the system, putting the people who want it easier than the devs think appropriate in Architect to resort to their oldest and least effective tool. Buffbots have been a feature of some missions since AE went live.

    This patch essentially tells you that it's OK to fill maps full of enemies to mow down, but you can't make a rewarding mission that uses other kinds of characters. And yes, indeed, this is indeed so wrongheaded, so perversely contrary to the devs' stated goals for AE, that it ought to be undone. The damage it does ought to outweigh any concern about the oldest exploit in the system.
    As I said, you can argue what (I agree it goes too far) but not the if (I don't agree they can simply ignore it until they come up with a solution guaranteed to be optimal).
  6. Quote:
    Originally Posted by Severe View Post
    the ae fix is not the farmers fault


    its the devs.wanna know why?

    caiuse their selection in the closed beta thats why. when you changed pvp and re-balanced it*again* you had actual pvpers go in and do it.

    if you wanna find exploits in making your own missions you dont send 100 people and 50 stand in atlas and post here how awesome the devs are.send in the experts.

    i farmed the crap out of this game since issue 2...no invite here so while devs are in beta and their fanbois are too. nothing gets done.

    case in point..when inventions came in i was in closed beta.i was the FIRST and ONLY guy to hit the shard for the entire closed beta to test out drops for inventions.i camped it all night and day, but when i was in cb for 5 issues straight all i saw for feeback was

    "omg hi posi"

    "this issue rocks you devs are the best!"


    not much for feedback...next time you select closed betas make sure you got who you need not who your favorites are.

    course i dont farm the ae anymore since the xp nerf..i went back to the old standards..so nerf nerf nerf away!..doesnt bother me!
    I can't attest to who was or was not in the Shard itself during I9 beta, but I can say with certainty that having been in basically *every* closed beta your portrayal of it is basically fantasy. *I* was testing Pool A drop rates in I9 beta from almost the very beginning. In fact I started a thread with my drop rate results only to discover someone else had beaten me to it, whereupon I dumped my results into their thread and then switched to testing Pool B end of mission drops. And in between the love-fest posts which are the only ones you apparently saw or remember testers were complaining about, and making suggestions regarding things such as common IO recipes, salvage storage, ingredient-recipe inconsistencies, and the like. I also hammered the devs on things like LotG and GotA being unique, and all the tohit buffs in the invention system (which caused them to get changed to accuracy buffs). There was massive testing and critiquing going on in I9 closed beta.

    There wasn't as much opportunity to be highly critical for Issue 10, but there was a lot of testing of the RWZ and its missions, and those were pretty broken at times. And of course, while people were fawning over Positron they were also complaining about things like the mole machine.

    Issue 11 was back to form. People complained about the way combos worked, they complained about the performance of Willpower, they complained about the stalker version of Willpower. The players also specifically got two changes to Willpower: they got its immobilization weakness removed after repeated complaints that lack of immobilization was potentially worse than lack of knockback protection because critters are designed to be able to perma-immobilize in many cases, and they got quick recovery moved from tier 7 to tier 6 which is a massive difference for scrappers and brutes: it makes the power available at level 20 - when stamina would first become available - rather than 28. The testers also beat the crap out of the Ouroboros system and complained about the temp power attenuation.

    There was a lot of back and forth testing and debate over Cimerora and the VEATs in Issue 12, day jobs and the merit system in Issue 13, and even the architect in Issue 14.


    For you to characterize the closed betas in the way you do, I have to assume you either weren't actually there, or you were there and were not an active participant, or you have such a loaded perspective that you were incapable of seeing what was going on around you. To say the testers were not rigorous or critical in *any* of the closed beta tests going all the way back to CoV beta - and I was in every single one of them - is so contrary to the facts that its insulting. And its personally insulting to me, because the issues related to this patch are things *I* personally tested in Issue 14 beta and reported on, so if you're saying that these issues are due to the quality of the testers of I14, then you're specifically saying that about me.
  7. Quote:
    Originally Posted by cybermitheral View Post
    Do we even know what kind of game CoH2 will be?
    There is exactly zero public knowledge available for any MMO that Paragon Studios is working on besides City of Heroes/City of Villains. There is only some speculation by observant players that some of the personnel shuffling that has happened in the past several months may be a reflection of people being moved to areas of responsibility for some other project or to oversee multiple projects. Beyond that, CoH2 could be City of Hydrogen for all we know.
  8. Quote:
    Originally Posted by Electric-Knight View Post
    Not that I disagree with what you are saying, nor with the probabilities and all that (Which, I do say in my ramble farther up)...
    But, things can be different. Clever people come up with new and interesting ways that don't follow what has happened before.

    That being said... I certainly don't expect that sort of leap in this regard. I just don't like ruling out the absurd ^ ^

    Still... an interesting (And complicated) approach would be what I touched on earlier...
    Making a new game where the character starts on a level seemingly as (Or nearly) as powerful as what CoH offers around 50.

    No small feat... And lots of irregularities to work out (Difficult learning curve the more options you have at start... huge task of creating a system that starts where most games end), people would say it is crazy... doesn't mean it couldn't work... And I happen to love a major challenge, which such a design could be.
    Suppose you don't care about starting fresh. Suppose you can work out all the technical details. Suppose you can make an entire new game such that its possible to seamlessly level from CoH1 into the new game. The question remains why you'd want to make that a totally new game rather than just an extension of this game?

    In other words, why would you want to go through all the trouble of solving all of the problems you just mention, and then arbitrarily make it difficult to move from CoH1 to CoH2 when you could just jump on the train and zone into it? It would be like if the devs made Going Rogue a totally separate game, and when you hit level 20 you had to character copy yourself into Paragon City.

    Basically, I'm not saying what you are theorizing is impossible, nor even necessarily a bad idea. What I'm saying is that if you're going to do it, you might as well go all the way and make it an end-game expansion for CoH1 with optional autoleveling rather than a CoH2.

    Of course, the market for an end-game expansion for CoH1 with autoleveling is probably significantly smaller than the market for a CoH2.
  9. Quote:
    Originally Posted by Frosticus View Post
    My hope is that this "stopgap" doesn't become a permanent fixture just because it falls off the radar.

    I may be misremembering as I've tried to forget most of the things that have really bothered me in this game, but iirc the pet recharge change was also a stop gap solution until something more suitable could be employed. Or maybe that was just wishful thinking on my behalf as it is such a poor mechanic.
    At least one of the issues the pet recharge change was intended to fix was, if I remember correctly, that recharge did some really weird stuff to critter AI. And to be honest, I *still* don't exactly know what the critter AI was doing, and I've studied it probably longer than anyone else. I do know that some improvements were made to critter AI that *might* make those changes reviewable and maybe reversible, but the changes were so relatively recent I'm not even sure they are on the live servers yet.**

    I do know that at least the problems I'm familiar with were amazingly bizarre and inexplicable. Sometimes critters would do things so strange I would swear there was a dev controlling them just to screw with me.


    ** As some of the problems were potentially exploitable and involved under-the-hood things, any fix for them would not have been necessarily announced in patch notes.
  10. Quote:
    Originally Posted by Dispari View Post
    My original suggestion was that any critter who has powers that aren't damage-centric, that is any buff or debuff, reduces exp by a certain amount. An all forcefield helper wouldn't do any damage, but also neither would a dark miasma helper. But both of them are making your job easier, and by the rules of the new patch, not reducing your exp any unless you have more than one. I can't even begin to pretend I know what numbers to suggest, but I do know that any power that does damage is taking away experience already. So any power that's not just an attack (even if it does weak damage like Flashfire), should be reducing your exp gain in some fashion.

    A pet that's MA/AR is taking away exp by doing damage. A pet that's X/FF should take away exp because it's buffing you. And a pet that's X/Rad should take away exp because it's debuffing for you. ALL pets should take away some amount of experience, not just select ones or select powers. Basing it only on damage dealt or number of pets is easy to exploit.
    This is actually not too far from my current line of thought. Its not a bad starting point for a workable solution although there are still some gotchas in there. The catch is that as stated its still too expansive because it counts things that *have* buffs and debuffs but don't actually buff you or debuff your targets. Furthermore it presumes an ally that possesses attacks can actually use them. There are ways to ensure they don't.

    I have an outline for an idea that I was going to eventually put some time into, that involved the problem of how to give support characters credit for kills - say, how to give a rad defender partial credit for helping to defeat a giant monster. It occurs to me that idea has significant application for this situation. But I don't know if its technologically feasible. Working in my favor is that if implemented, it would solve several problems simultaneously. But it might take a significant amount of work in parts of the game engine not often tweaked.

    The basic outline is to consider an overall fight to be a case of you dealing damage and you taking damage. "Help" is when something increases your damage or decreases your incoming damage. If the game could calculate damage components in a manner similar to how the tohit code calculates deflection messages, you could theoretically say, for every attack you make, how much of that damage is "yours" and how much is due to someone else buffing you or debuffing the target (this is not as straight forward as I've phrased it to be, given the way buffs and debuffs interact multiplicatively). A rad defender using EF on a giant monster could, in effect, get partial credit for all the attacks that land.

    Do that for custom critters, and you could divide up the XP for each and every kill into your part and your buff-bot's part. A more complicated scenario could attempt to proportionately value defensive buffs which reduce your incoming damage.

    This is, of course, an extremely tricky and speculative idea. I *think* I can make the math work (the defensive part is an order of magnitude harder to make fair). I don't know if there is enough jelly doughnuts in the world to bribe the devs into attempting it during their I17 crunch time. And even this somewhat complex idea has some corner cases still to consider (the most obvious of which is: what do you do about stacking slows and mezzes).
  11. Quote:
    Originally Posted by LaserJesus View Post
    After having a day to cool off about this change I've done some thinking and I think I have a better alternative fix.

    If this fix is indeed to stop buffbotting, then the ideal fix would be to make it so custom critters don't use any powers at all if they don't have any attack powers that deal damage, and make it so they don't use any powers if they're set to passive or non-combat. Enemies taking damage from allies in MA missions already takes down the amount of XP they give out. The issue is that these allies are making the missions significantly easier without reducing the rewards. The solution then should be the ability to remove that, by making it so any ally in a mission is forced to be able to attack enemies and therefore utilize the current balancing factor already in the game. As it stands with the current patch, people who use allies who do attack are punished twice.

    Obviously this solution would probably be harder to code in and obviously take more work, but the Mission Architect was such an undertaking and has been publicized so much that it frankly deserves a better exploit solution than this.
    Unfortunately this is exploitable. The problem is that you can make buff bots that have melee attacks and buffs, set them to buff you with long-duration buffs, flip them back to passive, and use the buffs until they run out. There are other AI-related tricks you can play, but this is the most obvious one.

    Its also surprisingly tricky to determine what an "attack" is in an automatic fashion. This is something I've specifically put a lot of thought into.
  12. Quote:
    Originally Posted by Eva Destruction View Post
    I would like to know what suddenly made the problem so bad that a solution had to be implemented RITE NAO, while a new issue is in closed beta, preventing it from being tested at all.
    There's only one reason that can cause that that I'm aware of. The devs have datamined evidence in hand that the problem is being leveraged to increasingly higher degrees, and across an increasingly wider percentage of the player population. At that point, and this is true for every MMO dev team I've ever heard of, action is non-negotiably mandated. You can still argue what but the option to argue if disappears.

    You can debate the philosophy if you want, but you'd basically be arguing to repeal gravity.
  13. Quote:
    Originally Posted by Gilia View Post
    I agree with this, but I just wanted to note that it's not quite so strict. Many MMOs allow beta testers or people who preorder to get a jump start. Not a lot, but some. Course many MMOs are failing, too..

    I also don't think you can say it's the "whole point." Exercising your creative juices as a writer or game creator is probably up there too... oh yeah, and money!
    You can exercise your creative juices supporting the existing game, and retrofitting improvements to it, from a development standpoint. From a publishing standpoint, I believe the point to a fork is for the fork to leave the baggage of the past behind, and launch a game with that new car smell.

    I don't think getting a jump start should be considered in the same vein as transferring powerful characters from one game to the other. Both City of Heroes and City of Villains had a couple of days of head start. But you still started from scratch. Allowing people to transfer CoH1 characters into CoH2 would be like allowing people to keep beta characters into launch. I don't know of any MMO that allowed that to happen. The beta wipe is, I think, the ultimate expression of the principle that at launch everyone starts the same, and it appears to be (small pre-order perks aside) an absolute of MMO launch philosophy.
  14. Quote:
    Originally Posted by Necrotron View Post
    Oh, Apple, why must you do this? D:

    http://daringfireball.net/2010/04/ip...flash_compiler
    Apple isn't interested in developers making applications that run on the greatest common factor between their platform and everyone elses. They want developers that specifically target their platforms, and make applications that specifically target their platforms' strengths, work around their platforms' weaknesses, and distinguish their platform in as many consumer-attractive ways as possible.

    It should come as no secret, since that's been their strategy with iPods and iPhones from the start. They really don't care what anyone else does on any other platform in any other context. They really don't care what anyone else expects either. Their message is that Apple products are different, and that difference makes them better, and if you agree, buy one. If you don't agree, buy something else: they don't care. I think you'll find tons of people who either agree with, or disagree with, that message, but no one should be confused as to whether that *is* the message, or whether or not the message has been commercially successful to date.
  15. Quote:
    Originally Posted by Xanatos View Post
    If the developers modus operandi is a short-term fix to a problem they lack the time/resources to analyse and improve; then what I suggested would be ideal. Surely removing a few select powers from allies is a better short-term fix than nerfing XP accross the board?

    I appreciate the bad analogy and witticism. Although I have no idea why you're being so hostile. The patch obviously needs to be rolled back, but the problem of "jellybean" farms also needs handling by the developers.
    The analogy was specifically intended to highlight the fact that while you might think eliminating a couple of powers solves the bulk of the problem, in fact it wouldn't even scratch the surface of the problem. Honestly, fortitude is a more serious offender in buff bots than force fields. In other words, its only a better fix in the sense that it does nothing, whereas the current patch seems to be doing too much.

    My hostility, such as it is, is specifically directed towards the notion that complex problems have trivial solutions, when basically none of those trivial solutions ever seems to be either workable, or even actually address the problem. Exploit-related (actual exploits, and general exploitive activity that isn't actionable exploits) issues are usually acted upon when the devs have direct datamined evidence of that activity. My guess is that the devs have dozens, maybe hundreds of examples of this sort of thing going on, and the directive is not just some generic vague "fix buff bots" but rather "fix everything on this list, and everything that isn't on the list but is related to things on this list. Today." Suppressing two powers isn't a "better fix" because its not a fix: it almost certainly doesn't satisfy the mandate.
  16. Quote:
    Originally Posted by Dispari View Post
    That, but also I'd rather see a more elegant approach to the system. One that actually considers what each pet is doing. The issue, I believe, is that pets who actually attack are taking their share of experience while pets who buff aren't. Pets who buff should get a special trigger to take an amount of experience off the top, whether you only have one of them or 20 of them.

    The current "you're limited to X number of pets" enforces a DOUBLE penalty for offensive pets, and doesn't do anything against a small number of buffing pets. In my opinion, that does nothing to stop farmers from using buffbots (in fact, I believe it encourages them to use at least one), but causes a ton of collateral damage to legitimate missionmakers.
    I'm currently trying to think of a more elegant solution, actually. It isn't quite that simple. For example, an ally with nothing but radiation emission debuffs would not buff the player, but could debuff the critters in a comparable way that made them both easier to kill and offensively ineffective. But if they only debuff and don't do credible amounts of damage, confuse-like code won't account for them either.

    The only ideas I have that might work correctly would require code, and that means they would likely take a while to implement, assuming you could get resources allocated to implement them.
  17. Quote:
    Originally Posted by Xanatos View Post
    Here's a better short-term fix. You can have this one for free:

    Disallow the Force Field & Sonic Bubble from allies.
    If the patch is counting non-supporting critters, its broken and should be fixed or rolled back. That's my opinion on the patch, period.

    However, having said that, these sorts of "see how easy it is" posts are pretty worthless. That would address the issue in the same sense as trying to fix a hole in the geometry by putting a sign in the game pointing at the spot that says "hole in the geometry."

    For a suggestion that is free, you're charging too much.
  18. Quote:
    Originally Posted by Cyber_naut View Post
    Well if they are in fact making a coh2, it would be a really, really, really good idea to figure out some way for existing customers to transfer their characters to the new game in some manner.
    Never going to happen. The whole point of making a new game would be to in effect start from scratch. You want to be able to market the game as a totally fresh start. No one has an advantage over any others. Everyone gets to start clean. You have a chance to get in on the ground floor. There's no (or as little as possible) pre-established social or gameplay conventions. This is so important to a new game launch that I think the powerleveling issue is not even on the radar compared to this one.

    The cost to do this just in terms of the intangibles makes this simply not worth it. Assuming NCSoft is making a CoH2 I could imagine NCSoft allowing CoH1 players to transfer CoH1 characters in some fashion like four years after CoH2 launches and has established itself. And I can imagine NCSoft allowing CoH1 players to preorder and recreate their characters from scratch during a headstart period. I could even imagine NCSoft making a tool that would convert saved CoH1 costume files into CoH2 costume files. But actually transfering a character in any sense other than as a convenient way to recreate name and costume?

    I think it will be tempting, but even if Paragon Studios wanted to do it I believe the publishers would strangle them before allowing them to do that.
  19. Quote:
    Originally Posted by Frosticus View Post
    In walks Seismic smash, looks down its nose at old total focus and outright laughs at the new version.

    But I suppose if the dominator version is any indication brutes and tanks (edit: and trollers) will eventually read that news in a patch note as well.
    I have no knowledge of the devs looking at those powers. But I personally would not specifically design a build on the presumption that any attack that does significant damage would also do a reliable long duration mag 4 hard mez. If the devs asked me to make a list of every power with an oddity or inconsistency that should be reviewed by the powers team, seismic smash would definitely be on the list.
  20. Quote:
    Originally Posted by Captain Fabulous View Post
    I fully understand what you're describing. Sometimes things are designed a certain way and need to be revised in the future. This is fine. But these things are not exploits. They may be poor design decisions or some such, but not exploits.
    I don't think they are, and never said they were. I think they were exploitive, in the colloquial sense, but not an Exploit, as in something the devs consider bad faith conduct which is actionable. Or to put it in a less loaded but much wordier fashion, I believe buff bots take advantage of a feature that has an imperfect compromise in its design which was intended to provide more latitude than a fool-proof design would allow, but which the devs hoped would not be leveraged to the point where they would have to take compensating action. That's usually what I mean when I say something is "exploitive" but not an "Exploit."
  21. Quote:
    Originally Posted by Captain Fabulous View Post
    But what if tomorrow the devs turned around and say "we never intended this so we're putting in a limit as to how much global defense you have so that you can never hit the soft cap." So then it's fine and dandy today but an exploit tomorrow? Sorry, that's retarded.
    In between "fine and dandy" and "exploit" is "unintended, not generally desirable, but no specific solution that doesn't create other problems or that can be implemented with the resources currently available." The binary distinction is a false dichotomy.

    An example would be the Mag 4 stun in total focus. Castle wasn't comfortable with a boss-stunning ultra-high damage attack long before the power was actually changed (I know: I discussed it with him long before it was changed). However, the devs were not going to significantly nerf a power blasters had when their internal datamining showed that blaster performance across the board sucked**. So for a significant period of time Total Focus was not "fine and dandy" but also not "an exploit." It was too powerful, but possessed by things that were too underpowered. Note that first blasters were given a modified Defiance (end of '07), and then after a period of time had passed Total Focus was revised (mid '08).


    ** It was only after I found out that Defiance was changing, and *why* Defiance was changing, that in retrospect what Castle said about total focus made complete sense: he basically said that total focus' stun was probably too strong, but that was not a high priority problem until "other issues" regarding blasters were looked at first, once resources became available.
  22. Quote:
    Originally Posted by Venture View Post
    A flaw can be a design flaw, not just a coding error. One of the Ariadne rockets exploded because of a flaw in its control software -- which was written perfectly to specification and passed testing. The specification was wrong. Just because the AE software was functioning does not mean it was not flawed. In this case, the design was flawed, and if you took advantage of that flaw to level faster than intended you are exploiting.
    Actually the first Ariane 5 test launch blew up not because of a specification error. It was a double-dumb implementation error:

    1. The Ariane 5 control software included a subroutine from the Ariane 4 system that converted some floating point flight data into 16 bit integers. In Ariane 4 those values never exceeded the 16 bit space but on Ariane 5 the launch velocities were able to overflow those counters, causing an unhandled software exception. This specific component of the software was not designed that way for Ariane 5 and never tested in ground simulations.

    2. The Ariane 5 control software didn't even need those subroutines because it handled those functions in a different way, so those values were just thrown away anyway and not used. That's actually why they were never tested. However, when the overflow occured, the processors threw a trap, the trap had no handler, the system determined there was an unknown software error it couldn't recover from, and self-destructed the rocket.


    In any case, the use of buff-bots is not an Exploit with a capital-E, in the sense that it is an actionable violation of the rules of the game. However, it is an exploitive with a lower-e use of the mission design system. I know the devs knew about these types of problems because I was personally involved in the testing of these circumstances (in I14 beta, testing all the different ways critters and custom critters could be used in AE missions was basically *all* I did for literally hundreds of hours), and I know that using buff bots to allow players to get either minimal-risk rewards or highly accelerated rewards was not intended. The existence of the ability to even include them was a compromise, as most features of the AE are, between trying to give the players as much flexibility as possible, and trying to curtail the worst excesses of exploitive (and Exploitive) behavior.


    The question often comes up: if the devs won't let everyone use everything for everything they want, why do they include it at all? And the answer is simply that if the devs only included in the game things they were willing to allow to be used in literally every conceivable way without regard to balance, there would be no game at all. There is nothing in this or any other MMO for which that statement is true. If someone believes that the moment a developer places something in an MMO they are giving unqualified permission to use that thing in any and all possible ways, with an additional promise not to change it when unexpected and undesirable uses are either discovered or discovered to be excessively promoted, then that person is obviously not within the target audience of the MMO industry.
  23. Quote:
    Originally Posted by TonyV View Post
    I'm just looking to satisfy my own curiosity and poke around to see what kind of interest--both from end-users and from developers--is out there. And maybe even to get a few ideas to file away in case I get bored one day.
    One thing you could play around with if you didn't want to commit to making an iPhone CoH app might be to make a mobile skin of paragonwiki. It would be an interesting mental exercise just to try to figure out how to make the most useful possible interface that will fit on a smartphone screen. That thought process would be a necessary first step to making a good iPhone (or other mobile device) app anyway.
  24. Quote:
    Originally Posted by Necrotron View Post
    On that note, the iPad is incapable of saving PDFs for later viewing. Well, iPad Safari is, anyway. I'm not sure if you'd be able to transfer them over by iTunes or whatever.
    One significant limitation on the iPad currently is no universal storage. Every app must maintain its own separate and isolated storage. So the iPad itself doesn't "sync" documents, its actually iPad apps that do. If an iPad app is written to support document synchronization, the app itself shows up in iTunes with a document folder you can stick things in. iTunes will then sync those documents into the working directory of the app itself on your iPad.

    Its clunky and a major limitation of the iPad. While I can appreciate the app isolation intrinsic to the design of the product, the ability to share data between different apps on the device in *some* way is something that has to be resolved eventually to fully unlock the potential of the product. Or Apple risks losing control of this issue altogether by being trumped by the cloud computing people, to the detriment of both themselves and most of their (non-cloud dependent) app developers.
  25. Quote:
    Originally Posted by Necrotron View Post
    I agree with what you say, and yet I disagree on a fundamental level. You're right in that the iPad is creating a new platform, a new and completely independent category of devices to live alongside a smartphone and a computer or Mac, but I do not believe that this category is long for this world.

    I can insult the iPhone until my lungs are worn out, my cheeks are blue, and my brain is frazzled (and I frequently do) but I cannot deny the success Apple had in completely reinventing the smartphone as we know it. They managed to totally change people's conceptions on what a phone could be. No amount of debating will take that away from them. Even Android, my platform of choice, takes many cues from the interface paradigms that Apple created.

    But the iPad feels too arbitrary. The iPhone came into a market previously dominated by Blackberry, Nokia's symbian phones, and the jungle of Windows Mobile phones, all of which were categorically a nightmare. Blackberries were generally the more polished of the lot, but I still don't believe ease of use was a concern. With the post-iPhone market, Palm, Google, and Microsoft are now chasing Apple.

    But the iPad is going up against laptops; netbooks, notebooks, and even Macbooks. It's undoubtedly very slim (and rather attractive), but at 12", it competes against far tougher game for space in my laptop bag. And here, of course, is another problem; Even if you take absolutely no accessories with you, including the charger (which may be possible given the battery) and you use only the included case, you will still be putting it in a bag. I can't imagine myself walking through town, on a train, in my car, or in university carrying around the iPad all on its own. I will have a bag for it, and I will take it out as needed. In this, it is no longer living alongside my laptop - it is competing directly with it.

    In contrast, there is the smartphone. This competes with nothing but other phones. It is, by default, in your pocket. There is a supreme level of convenience here. You don't have to think about which phone you bring with you; you just take your phone and go. It lives in harmony with your laptop or computer. In contrast, if I had an iPad, there would be very little chance of me taking it out of the house if I had a laptop (or Macbook) to choose from.

    This is a problem with all tablet devices. I simply do not believe that this category of device is going to take off.



    I've been keeping an eye on the World's Press about the iPhone, and there seems to be one universal criticism: No multitasking. I'm not very good with words, so I shall quote someone else.



    Again, I'm not here to be inflammatory. I just want my opinion on this heard.
    There's two different issues here: the actual limits and capabilities of the tablet platform in general, and the specific design decisions (i.e. multitasking) that Apple made in the first generation iPad.

    In my opinion, the reason why there is a place for tablet computing is the same reason there is a place for smartphones. There's absolutely nothing my iPhone or anyone else's smartphone does that my laptop can't do - not even make phone calls in theory. So why do smartphones exist?

    1. They have a convenient form-factor
    2. They are almost instantly available
    3. They are specifically streamlined to do certain things, such as actually making phone calls.

    The last one is the one most computer people fail to recognize. Computer jockeys are notoriously bad at understanding the requirements of consumer electronics devices in general. More features is automatically better in the general computer world. But not in the consumer electronics world. Computer people laughed at the iPod shuffle. They were dead wrong.

    Its too early to know if the iPad and its constellation of apps will make the jump to convenience item, but its certainly within the ballpark. The battery life alone makes the iPad a player in the consumer electronics field that no laptop or notebook can touch: if you need a device that only needs to do a subset of things, but needs to do them untethered all day long, you have three choices: laptop/notebook, smartphone, tablet. Based on my testing, the iPad will be running long past the point where both of the others will be dead (even smartphones burn their batteries up too quickly when doing heavy app running or network transfers).

    I know would much rather find an app that would record my meetings than bang away on my laptop (if this app didn't exist, I had already suggested to a few people to write it). Things like this, and not clunky attempts to do the same thing we already do on laptops, are where tablet computing is going to ultimately go, and app evolution like that is what tablet computing needs to carve out a place for itself.


    Now, things like document management and multitasking (at least some version of it) are things Apple is going to have to improve on. But those things are not limitations on tablet computing, just the limits on the 1.0 version of the iPad, and perhaps on Apple itself. The 1.0 version of the iPhone wasn't all that great either. But in my opinion, having seen tablets from the GO and the Newton up to the iPad, I think until recently just like smartphones would have been ludicrous to try to create in the 80s, the technology to make a genuinely interesting tablet computer has only existed very recently. History is simply not a good guide for whether tablet computers will ultimately succeed.

    In any case, I think the Kindle is the defacto counter-example to the notion that tablet computing is a temporary fad. I think as electronic book readers continue to get better, they will continue to displace print as the means to carry around and read documents and books. The Kindle is the extreme example of the special purpose computing device, and I don't think its going anywhere. Apple is betting that you can succeed selling the couple-dozen use tablet rather than the single use tablet. They might ultimately fail, but I don't think it will be because tablet computing itself is doomed.


    In the long run, tablet computing only has to hold its own for another decade or so. The entire game of portable computing in general is going to change because of the twin advances of cloud computing and wireless broadband. And in fact, there are iPad app developers that are just getting their feet wet trying to sidestep all of the limitations of the iPad by moving both storage and computing into the cloud.