Arcanaville

Arcanaville
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  1. Quote:
    Originally Posted by SinergyX_EU View Post
    As for the 'ranged scrapper with tools', isnt that what every class eventualy is? Fire/kin troller starts ranged, moves melee, use kin tools. A elec/elec starts ranged, moves melee, drains end (tool). hench, even a freaking soldier in the army is one: has a gun, a knife and a grenade/radio. Those are simple the 3 tools of engaging combat.
    Not in CoH. No Scrapper really gets a full attack chain of ranged attacks, so they always *must* close into melee to bring anything close to their full offense to bear. No Blaster ever really gains scrapper defenses, inventions notwithstanding. In CO, there's no choice or compromise necessary between these two: nothing really prevents you from having the best ranged offense and the best defenses. And because the advantages to melee are minimal compared to the fact that melee only works in melee, ranged works in melee and at range, the choice is a loaded one.

    Imagine if at any time Blasters in CoH could take an entire scrapper secondary with one power choice if they wanted to. The phrase "if they wanted to" is practically ludicrous in this context. But that's the choice CO presents. Only conceptual die-hards would forgo that choice in CoH, and the same is true in CO.

    Actually, the way I look at it, in CO everyone starts off as a ranged scrapper. And then CO says "who wants to have a permanent range debuff?" And everyone that steps forward becomes a melee character. It wasn't intended to be, but it ultimately is a silly choice presented to the players.
  2. Arcanaville

    The Television

    Quote:
    Originally Posted by Blood_Beret View Post
    Maybe Television can redo Season 5 of Sliders...
    I hope you mean "undo."
  3. Quote:
    Originally Posted by UnicyclePeon View Post
    That may be apples and oranges, though.

    Feeling you have to have purples doesn't change the fact that my level 50 character with only modest/cheap IOs, or with SOs, can get an invite to the hardest task forces, and the team is happy with me. So a person feeling they HAVE to have purples is simply WRONG, because even without purples they can go on and be useful in ALL the content and desired by any team.

    If the new system makes it such that my level 50 Fire/Earth Dominator with SOs can't get on a team because the content cant be completed by someone who hasnt heavily invested in the new system, or isnt welcome on teams, or isnt tough enough, or is shut out in some way, thats a totally different complaint.

    As long as the new system allows my level 50 SO only character to GO on all the content and not have the team reject me, then it will be a success. If you can't avoid the new system and still play with your friends, it will be a disaster. If I wanted a game where I had to keep up with the Jones' to expect to be invited, I'd play WOW.

    Lewis
    I don't know about apples and oranges: there are people that complain they get kicked from teams for not being IOed out now. Others have the exact opposite anecdotal experience. Those two perspectives appear totally irreconcilable. I suspect an essentially identical situation will occur with regard to end game content. Who's right and who's wrong will very likely come down to which of the two a particular player's experience matches.
  4. Quote:
    Originally Posted by Samuel_Tow View Post
    I've nothing against more content to do at level 50. In fact, I have a habit of bringing up my old level 50s from time to time to brush up on all the content that has sprung up since they were last active. I very much welcome more to do that isn't just grinding scanners or papers, but I honestly enjoy PROGRESS halting at level 50. I treat this like I treat the "end game" of Carmageddon 2: Carpocalyse Now - the game is over, I can replay all the old stages, do free runs and I own all the cars now. I could possibly brush up on all the engine upgrades I missed out on, too. But I can't expect that a brand new game will open up with ever newer races and ever more upgrades and pickus and ever-newer cars. The game's done. I've seen what I'm going to see. I can just stick around and play it some more, or start over.

    At level 50 currently, the game pretty much ends. You can stick around and play, and you can keep on collecting Inventions if you really wanted to, but the character is done. There aren't any more levels, there aren't any more levels by a different name, there aren't any more levels by another different name, and there aren't any more levels presented in such a way that it's not clear that they're just more levels. And there aren't any more levels, either. I'm not half-way towards getting that next major upgrade that has three more major upgrades behind it. I'm done. And I like being done, because I have around 30 other characters waiting in line.

    I very much doubt that will be the case when this hits.
    It depends on your definition of "progress." Its virtually assured that there won't be any levels past 50, so in terms of combat and security levels, you're done. However, even now there are opportunities to improve the character, for example via inventions. Its character development that is orthogonal to traditional "progress" but it still exists for players that wish to do it.

    The end game content will probably extend that option by providing specific challenges designed to challenge those that want to continue to build their character's overall strength. However, those characters are very likely to lose much of that capability under exemplar, which means the only place to show off that extra power might be in the end game content itself. They are not going to want to have end game-boosted level 50s bulldozing Monster Island solo.

    I think there's lots of room for compromise here that doesn't create unlimited treadmills yet still allows for significant strength and diversification options for level 50s for players that wish to pursue them. However, in the absolute sense, people who actually *need* progress to halt dead at level 50 will probably have issues with the new end game system, just like there are people who believe the invention system "forces" them onto the treadmill of accumulating purples.
  5. Quote:
    Originally Posted by The_Alt_oholic View Post
    We have been patiently explaining to players that they should enjoy the game as there is no need to rush to level 50. I guess this release bursts that bubble.
    Why? Rushing to 50 just to do the end game content is no different than rushing to 25 to do the Croatoa arcs.

    I once said that rushing to 50 was like rushing to the end of your vacation. Knowing your friends were going to throw a party for you when you got back, does that add incentive to rush to the end of your vacation?

    The target audience for this game are the people who enjoy playing the game. The people who do not enjoy playing the game but have a pathological need to create maximal barbie dolls in it as fast as humanly possible are not the target audience for this game, although we're more than happy to take their subscription dollars until they figure that out.

    I don't tell people there's no point in rushing to 50 because there's nothing to do at 50. I tell people there's no point in rushing to 50 because level 50 isn't going anywhere and you should only be subscribing to the game if you actually enjoy playing it. If you actually enjoy playing it, its pointless to skip one part of the game to play a different part of the same game.

    No disrespect to the devs, but there's no way they can make enough end game content to keep hard core players busy for very long. If you rush to 50 just to play the end game, you'll eventually run out of end game. And I'm already thinking about what I'm going to say to the first person who rushes to 50 to play the end game and then complains about not having enough end game. I hope you enjoy it when it happens: I'm putting a lot of thought into it.
  6. Quote:
    Originally Posted by Anti_Proton View Post
    Honestly, it seems a really round-a-bout way to to give characters the perception of being more powerful
    Virtually all MMOs are based on that illusion. You get more powerful, but you're confronted by even more powerful opponents. Keep in mind the most powerful level 49 probably levels slower than the average level 14.


    Quote:
    and keep in mind, the Devs still believe that one should be able to play all the content without being dependant on the market to do so.
    All the core content, yes. But the notion that the devs are working on an endgame system that doesn't involve character power progression is something I believe has essentially zero probability of happening.

    Plus, players always seem to assume that when the devs say that X is not "needed" that they have to mean "not needed to accomplish to your individual liking." If it takes twelve minutes for someone with IOs to do, and twelve hours for someone with SOs to do, its still doable. It could still be working as intended. People forget that while the devs have said the invention system is not necessary they have also said it provides an opportunity for tangible, material improvements in performance over what you could get without it by design. That additional level of performance is considered optional, because the game isn't balanced around requiring it overall. But "balanced" in this context doesn't mean the extra capability in the invention system is redundant. Invention system participants almost certainly level faster on average, have higher combat capability on average, and can accomplish more for a given skill level of the player on average. That's intentional.

    Even if you aren't mathematically exempted from being able to accomplish the end game content without the end game progression options, it'll almost certainly be orders of magnitude easier. Keep in mind it was theoretically possible to complete the original +5 LRSF without inventions, temp powers, or inspirations. That doesn't mean any but a handful of players and builds could actually do so. Does that mean it was "balanced" around temp powers and inspirations (it couldn't have been balanced around inventions for obvious reasons)? No: it was designed to be extremely difficult to complete, and failure simply demonstrated its difficulty.

    It was downscaled not because it was too difficult alone, but because it was encouraging magic combinations of builds that made it far easier to accomplish than most combinations of builds.

    Endgame content could and almost certainly *will* be balanced around players possessing a certain level of offense, a certain level of protection, a certain level of utility, or rather some combination of all of those, and its mathematically impossible that such capabilities won't be far easier to achieve with a team of IOed players than SOed players, and virtually certainly easier to achieve for endgame-achievement players than generic IOed players.
  7. Quote:
    The effect of the monster's death was immediately apparent to the world. Devouring Earth attacks decreased dramatically. In some places, they halted all together. The war had turned a corner. The people cried out for the creature to be killed, and Cole agreed. However, nothing anyone tried could kill the creature. It seemed to be tied to the Earth itself. The best anyone could do was contain it.
    The highlighted word should probably be "defeat" not "death."
  8. Quote:
    Originally Posted by Sardan View Post
    First, let me say I know that ultimately debating about an end game that we literally know nothing about is pointless. But hey, it's entertaining so here I go!

    The traditional definition of level 50 content in this game is "stuff that any level 50 can do". We know that anything an IO'd team can do, an SO'd team of competent players can also do. Set bonuses or elite purple IOs are not required.
    That's actually not true. While no current end game content *specifically* requires things like purple IOs, its never been true that level 50 content was content literally *all* level 50s could accomplish successfully. When the LRSF came out, the devs explicitly stated that while it wasn't intentionally designed to require any specific magic combination of capabilities, it was designed to require *high* levels of capabilities in general. Just because a random group of uncoordinated players couldn't finish it, even if they could *prove* it was mathematically impossible to complete in theory that didn't mean there was a problem with the strike force. It might have simply meant that the team in question was not sufficiently capable to overcome that particular challenge.

    It is fairer to say that in City of Heroes, "challenging content" which includes level 50ish end game content has always been designed to not require any specific thing, but often requires some general level of power and ability to overcome. This basic premise of design was even considered to be true for things like Maria's AV-ladened arc. Those missions didn't require a tank, or require a healer, or require a debuffer, but it might have been either difficult or impossible for a team to complete if they literally lacked *all* of those types of tools. And that was considered working as intended.

    The fact that some players have figured out how to do these things with increasingly less capability (but more skill) doesn't change that basic equation.


    Quote:
    But given that Positron specifically said at Comicon that a key part of GR will be a way to make 50s more powerful, I think that will necessarily create an entirely new class of content. Here's why:

    We know from the old '08 marketing survey that Universal Enhancement Slots were summarized as a way to give your character the equivalent strength/effectiveness of a hypothetical level 60, but without raising the level cap. Now August '08 was a long time ago, and they may have a completely different mechanism in mind for GR, but the key part is to realize the design philosophy behind using a phrase like "hypothetical level 60." That means they intend for the new mechanism to convey seriously meaningful buffs, not trivial buffs that would be impossible for a player to notice in action.

    That leads inescapably to the idea of there being new, harder, content that is aimed squarely at players climbing the UES slotting ladder, plus new end game content specifically designed for fully "leveled up" characters.

    I'd be careful about overgeneralizing the "level 60" statement, especially if it was a colloquialism written by someone that didn't understand the full ramifications of what a hypothetical level 60 would actually be. But extrapolating from the current game system rules, a level 60 would, relative to a level 50, have about four more powers, 18 more slots, 8% more health, and 9% more base damage.


    Quote:
    We don't expect level 40 characters to be able to do anything a level 50 can do. If there is truly meaningful character empowerment/progression as part of GR, I wouldn't expect someone who hasn't begun that process to be able to do the same tasks a fully geared up character could. To put it another way, if GR moved the level cap to 60, people wouldn't say stuff like "I shouldn't be required to level up to 60. My existing 50s should be able to tackle all the new content." Well, GR is adding a new way to progress characters, albeit without bumping the level cap.
    Now here you're implying something more than just the capability intrinsic in leveling. Level 40s are a little weaker than Level 50s, but the primary source of Level 40s being weaker than Level 50s against level 50 content is the purple patch. At -10, they are functioning at only 3% of their intrinsic strength. Or, another way of putting that is that Level 50s are more than 33 *times* stronger than Level 40s at taking on intrinsic Level 50 content.

    I think its within the bounds of reasonable speculation to think that end game progression opportunities might make us 10% stronger in raw numbers and perhaps much stronger than that in certain very specific areas (for example, the Invention system practically oozes recharge buffs). But I doubt Castle is working on an endgame system in which we will eventually become 33 times better than base level 50s.


    I believe that the best way to create end game character progress opportunities is to leverage the existing invention system and allow players to create better ways of using it. For example, the universal slots themselves could allow for all new types of universal inventions that allow for character progression capabilities that make more sense for level 50s than other characters. For example, level 50s don't level any more. So any balance constraint targeted primarily on leveling could be significantly relaxed for level 50s. I'm thinking here specifically about travel and endurance. Perhaps we'll have ways to buff our max travel caps (flight?). Perhaps we'll get access to powers with huge endurance costs, but with the ability to buff our endurance recovery to make them credible to use.

    Personally, I'm thinking the best opportunities for end game challenges are to put a lot of the game effects into play that are "too annoying" to use prolifically at lower levels, and provide end game progression tools to defend against them or overcome them. Perhaps we'll see significant mez protection for squishies, but more mez in general. Perhaps we'll see more friendly fire problems with rescue missions, but also more powers to manipulate and protect friendly NPCs.


    Disclaimer: I'm totally spitballing. I have no information about the endgame content being worked on and haven't asked the dev team about it at all. And honestly, the reason why I haven't is that if I do, I'm immediately prevented from publicly speculating on it or really offering public suggestions about it. Sometimes, its better not to know.
  9. You know, it occurs to me the Publishing Producer might be the person best in a position to know when new things will appear in the live game.

    So...


    Sic 'em!

    /em
  10. Quote:
    Originally Posted by Castle View Post
    Seriously, though, I'm splitting my time between support, GR and Posi's strike team.
    If you have a problem, if no one else can help, and if you can find them, maybe you can PM the Posi-Team.


    (Maybe that's what BaB is up to know: maybe he sports a mohawk and everyone in the office calls him "BA" and comments on his bad attitude and the fact his black van keeps taking up multiple stalls in the Paragon Studios parking lot while Posi keeps saying "I love it when an issue comes together." And maybe there's a reason why I've had limited success in structured office environments.)
  11. Arcanaville

    No PMs

    Quote:
    Originally Posted by Scarlet Shocker View Post
    Why does everyone refer to you as BaB?

    Did your alley get downgraded?
    That's just my interpretation of Rob Leifeld drawing BackAlleyBrawler with ascii art. The B's are his fists. The a is his head on a bad hair day.
  12. Quote:
    Originally Posted by JLove View Post
    Oh don’t forget me.
    Don't worry: no amount of therapy is going to do that.
  13. Quote:
    Originally Posted by Dr_Toerag View Post
    Melissa, did you ever believe that you'd end up in charge of the whole shebang when you started at Cryptic all those years ago as an Office Manager? What a ride!
    Yes, she's gone from being in charge of running the office to being in charge ... of ... running ... the office. Hmm. Funny how that turned out.
  14. Quote:
    Originally Posted by Kitsune9tails View Post
    could you encapsulate that for me here? I haven't followed CO beyond what is in this forum.
    Block is a power which, as mentioned above, provides additional damage resistance when used. Its exclusive of attacks (you can't attack and block at the same time) and it generally returns endurance to you every time you're hit. It can also be given extra effects that aren't important here.

    Because CO doesn't use recharge to balance most attack powers, the limiting factor on offense is essentially cast time: you can only generate so much damage per second by attacking. Block allows you to convert cast time into defense rather than offense (of course, there are some ways around that that I'm not sure the devs fully considered). This creates a "softer" border between what a player can and cannot defeat. Normally, MMO combat is essentially a race between your offense cutting through critter defense and critter offense cutting through your defense. Basically: burn through their green bar before they burn through yours. Fundamentally, this race is governed by the product of your offense and defense vs their product of offense and defense (well, technically the ratio of your offense to their defense vs their offense to your defense, but its ultimately the same thing) which is fairly constant. In CoH, the dominant way to alter this equation is with inspirations. In CO, Block can act as another means of shifting this equation, almost as if everyone in CoH had the ability to shift into (kheldian) Dwarf form.

    Block also provides an opportunity for rewarding skill in combat, by allowing players to choose the most optimal moments to use Block, such as immediately prior to attackers using their strongest attacks. CO has a mechanism for signaling this, by placing indicators over the attacker's head (most of the time) that the attacker is readying a high damage or otherwise dangerous attack.


    Quote:
    The concept of having an attack that grants end instead of costing it seems wierd to me, but okay. How would you have done it differently?
    I'm honestly not 100% sure. I'm thinking that something that ties into the defensive and offensive passives would have been a good idea (and provided a potential way to make the offensive passives meaningful). But I'm also thinking that if you want to go 90% of the way and say "we want people to be able to generate as much endurance as they want to" you might want to consider going all the way and eliminating endurance as a balancing metric altogether. I mean, if you think the problem with CoH is that people are waiting around for powers to recharge too often, why not simply balance the game on the assumption that people will be using powers all of the time, right out of the gate. Block suggests that there are other ways to balance offense, such as by making (cast) time the limited resource, and making players choose how to spend it.



    Quote:
    Would the system have worked if powers had longer recharges/cooldowns?
    Not by itself: that would cause problems with the endurance management system, and run contrary to the "higher activity" design principle of the game. Increase recharge of the endurance builders, and you have a problem with endurance management. Leave them alone and just increase the recharge of everything else, and you could create a situation where players are forced to "plink" at targets more than they want to, making the game boring.

    These game design decisions are intertwined in ways difficult to extricate.


    Quote:
    Are you saying it would have worked to limit characters to say, 7 out of 10 possible direct mitigaiton powers, or to force players to have some kind of 'primary defensive path'?
    Initially there were powers similar to the main defensive passives today: regeneration, invuln, reflexes, etc. The problem fundamentally is that each is worth more if you already have one of the others. Its like that last 5% defense that makes you soft-capped.** So once you take one, the system encourages you to take more by effectively discounting them relative to their value.

    CO's defensive powers are not analogous to things like Focused Fighting or Temporary Invulnerability. They are analogous to whole sets like Super Reflexes or Regeneration. So taking a single power is like taking everything in a set. Taking two defensive powers - when that was an option - was like taking toggle instant healing on top of perma unstoppable.

    I don't know why they did that, except as an "inspired by Champions" thing. But I wouldn't have. In effect, although CO doesn't have "points" they do have a cost to powers: they cost power choices. Since every power costs one power choice (just like here in CoX) in effect every power costs the same thing. So in CO, the entire Regeneration "set" is worth the same amount as Power Bolt. I think they intended to add diversity and developmental options with ranks and other power options (in CO you don't "slot" powers with enhancements, you buy "advantages" which act to improve the power in various ways, including increasing its strength by increasing its "rank"), but something seems to have radically capitated the number of available ranks and advantages for powers to a minimal level, whether it was time available or the complexity of the task of inventing them or both. Many powers don't even have any advantages at all, and only have ranks (generally three: the base rank, and two higher ranks).


    Quote:
    Identical or equivalent?
    Identical in value, or close enough that players stop caring.


    Quote:
    In fact, even in the PnP game, most characters end up as (flying) ranged Scrappers
    I'll quote from the poster above:


    Quote:
    As for variaty in builds, its huge. My melee tank now also carries a gun and rocketlauncher, my ranged gadgeteer (has a few pets) also have melee abilities, without 'gimping' the character.
    Although its being offered to demonstrate build diversity, its also demonstrating the homogenization I've been concerned with since beta: characters tend to be clustered more or less around the "Ranged Scrapper with some Tools" archetype.
  15. Quote:
    Originally Posted by Dave_67 View Post
    I believe I've mentioned this before Arcanaville, but with Champions and HERO System, it's more the other way around from what you've said here.
    If I understand what you mean by "other way around" I'll acknowledge that the issue of min/maxing and other combat optimization has been long-discussed for Champions and the HERO system (for example, the discussion surrounding killing attacks, which I've forgotten most of by now), but there is a significant subset of players that believe that in spite of that, the system is amazingly well balanced for a points-based system. That position was the dominant one on the early CO boards, and often brought up as a good reason for basing CO on a variant of or "inspired by" the HERO system (even though it wasn't going to be based on HERO itself). I was in the severe minority in suggesting that perhaps the points system encapsulated in the Champions PnP game was *not* a good starting point for a computer MMO, precisely because the imbalances in it would not be moderated by a human GM.
  16. Quote:
    Originally Posted by Zombie Man View Post
    Ah, it's been a while since we've seen that hysterical hyperbole. Waiting so long for someone to use it was downright insulting, it was.... A SLAP IN THE FACE!!!
    Paragon Studios interacting with the playerbase.
  17. Quote:
    Originally Posted by UnSub View Post
    I've already pm'ed WW with my 100k word treatise on how badly everything is done in CoH/V now and how they really need to fix everything. Fortunately, I also provide a solution to every problem in a precise 357 bullet point list.

    I did think of sending her the extended version that runs into a snappy 500k words and has hand-drawn illustrations, but it's only early days.
    Coincidentally, that is how I made Bruce run away. I think he left skid marks.
  18. Quote:
    Originally Posted by Zombie Man View Post
    And... is Bruce "Horatio" Harlick still with Paragon Studios? The "Web" seems to indicate he left to be a lead designer of Farmville.
    I made Bruce run away.

    If I've deciphered the shuffle correctly, War Witch now has his former title of Lead Designer. Which means among other things I believe she's now both Castle and BaB's ultimate boss, and the new high value target for suck-up activity and suggestion PMs. May God have mercy on her soul.
  19. Quote:
    Originally Posted by Rodion View Post
    The best weapon for combating automation in game play is to remove the need for repetitive play. CoH/V has made several decisions along these lines already: for example, there's no concept of mining ore deposits used in crafting like in other games -- here you get raw materials (salvage) for crafting by defeating mobs.

    There's nothing wrong with badges for taking lots of damage per se, but when they're far beyond the reach of many players and you link them to accolades that provide a material benefit, you're inviting abuse.
    When this doesn't interfere with the game you're trying to make, I can accept this. But this suggests that all repetitive play games deserve to be botted, and by extension players that are looking for games that involve repetitive play don't deserve them.

    Suppose a lot of people actually *want* to play a game like, say, Farmville. Are you saying that if it gets botted, the game itself is at fault, and by extension the people who want to play the game "normally" don't deserve to have a game created that satisfies that desire?


    Removing "repetitive activity" from your game is the easy way out. But "repetitive activity" has a fluid definition based at least in part on the sophistication of available bot technology. Is the act of defeating enemies a repetitive activity in CoH? How about running missions? How about leveling? The game "makes you" level 49 times. What if I only want to level three. Do I get to declare that leveling is an unnecessary repetitive activity and automate it, and then blame the game for making it so?

    There comes a point where the player does not get to say "its the developers fault that I am forced into bad behavior." You're supposed to say "this game is not for me" and walk away. Banning is what the game does when the players don't arrive at that realization on their own.
  20. Quote:
    Originally Posted by Techbot Alpha View Post
    A non-specific release date is BETTER.
    What would people rather have? A GR release that was rushed to get it out for the 'promised time', or a GR release that came a little bit later, was more thoroughly tested and less bug-filled. Yes, there will still be bugs (I challange anyone to find a release of any sort that DIDN'T have any) but it'd be nice to have a smoother release than one that was rushed.
    If the devs don't promise us a specific date, there's no chance we'll be able to blame them for breaking that date.

    Ironically, this suggests to some players that they shouldn't promise a specific date, and it suggests to other players that they *should* promise a specific date.
  21. Quote:
    Originally Posted by Zombie Man View Post
    The irony of this problem is that CO is supposed to be 'inspired' by the Champions table top RP mechanics, which uses the HERO system, which is a point based system. I'm not familiar with HERO per se, and CO is only 'inspired' by the HERO system and not actually using the HERO system, however, adherence to the tenets of a point-based system would have helped here.

    In most open-ended point-based systems, a melee attack would be considered an attack that has a 'limitation' or a 'disadvantage', namely, such a short range. That would give points back to the creator in order to invest those points into some other ability, such as more damage (or snares or slows so as to close in on a foe). If CO was truly the point-based system Jack originally touted it would be, then melee might actually have been balanced in CO against ranged attacks.
    Although they said they were going to be "inspired" by the Champions/HERO system, I don't see too much evidence of that (and I followed the development from before closed beta).

    Furthermore, in my opinion a major problem with using the HERO system as a guide to making an MMO system is that it really isn't as balanced as people give it credit for. Its balanced enough for a PnP game which is a totally different criteria. In a PnP game human GMs can "autotune" the game in ways which minimize balance discrepancies. In a computer-based MMO, that's not really possible. In a massively multiplayer game with or without a hypothetical GM it might not be possible at all either.

    There is nowhere that Champions/HERO shows its questionable numeric balance than in the defensive powers, where even the rulebooks caution you not to let players get too aggressive with them, but even on offense its a bit vulnerable to min/maxing. One of the reasons it can get away with this is that combat is not the only thing that happens in a Champions game usually. Bring a tunnel-visioned min/maxed cannon into a Champions session, and a smart GM will make sure to throw left-field challenges at you that make it impossible to simply steamroll through their campaign. That won't happen in an MMO with a computer at the wheel.

    In my opinion the HERO system gives a good set of tools to players and GMs alike to create their collective vision of a good comic book environment, but it does not actually have sufficiently well defined guardrails to allow a computer to replace the GM. Or to put it another way, the rulebook defines the performance of powers, but its ultimately the GM that determines the effectiveness of powers, and that's something MMORPGs currently don't do, and might never be able to do.**


    Separately, I'm not sure myself that a well balanced points system alone would fix the "melee problem." I used to think so, but my experience with Champions Online suggests its not just about numerical balance. I think even if melee characters were somehow offensively "better" than ranged ones to compensate for lack of range, it still might not be enough. As I mentioned above, I think there's a separate component to this where melee characters are, separate from any numerical issues, giving up a gameplay option: using range. I now believe that unless you offer them another one in exchange - one not open to other non-melee characters - there is a separate qualitative imbalance that will exist and turn players off to that option.



    ** I mention that massively multiplayer games have an issue unto themselves. How many times in a PnP gaming session have we heard the words "for this session..." while the GM lays down the house rules, or attempts to reconcile some otherwise potentially game-breaking discrepancies between the players in the session. Its unclear to me this sort of thing can happen when the number of simultaneous players is in the thousands rather than a handful. And that takes a tool away from MMOs relative to PnP games that has nothing to do with the limitations of computers. In PnP gaming sessions, a group of players can explore elements of the game that work for them, but might not work as well for everyone else that plays that game, because those other people aren't there. In an MMO, the world has to work more or less the same for everyone, everywhere, all of the time. At least, I think it does.
  22. Quote:
    Originally Posted by LittleDavid View Post
    I'd love to see an Alton Brown epic archetype.

    Let's face it, the man could make some pretty Good EATs.
  23. Quote:
    Originally Posted by Sardan View Post
    The only thing that made COV a "separate game" as opposed to an expansion was the way it was marketed.
    That, and the fact that it was a separate game, with separate content, and required a separate purchase, and shared no overlap with CoH. Initially, CoV was an extension of CoH in about the same sense that Star Trek Online is an expansion of Champions Online.
  24. Quote:
    Originally Posted by Kheldarn View Post
    Personally, I don't give a rat's rear end about GR infos. I care about marketing the GAME itself. To me, the lack of GR info tells me that they're working as hard as they can to make it as good as they can. I still have faith in them thar Devs!

    Not that I'd say no to giving some kind of GR info. We "vets" all want to salivate over it, and the new guys need to learn about it, so that they can drool with us!

    Lack of advertising for the game means less new subscriptions, meaning less life for the game. It's been mentioned many times, in many threads, different ways that they need to start advertising this game. Magazine ads, television ads, movie theater ads, comic book ads, web ads, in-store ads, billboard ads, ads, ads, ads, ads, ads! Ads! Heck, I'm pretty sure that it Samuraiko has even mentioned that she's more than willing to do some REAL ads for the game, if they'd let her. (Either that, or my CRS kicked in, and I only think she said that... )

    It's a shame how many people don't know about this game. They're missing out on a damned good game that has the advantages of a damned good Dev Team, a damned good Community Relations (via the Forums) Team, AND a damned good forums community.
    The only possibility left for me to consider is that NCI marketing is preserving resources for a concentrated marketing push coordinated for when Going Rogue releases. MMO subscriptions have a momentum component to them: if you market and pick up users in small bunches and those small bunches of players join at a time when the core playerbase is itself logging in for fewer player-hours, they may get the impression the game is deserted. If you time your marketing push for when GR releases, the new players will subscribe at a time when the core playerbase itself is also at their peak player-hours of activity, which gives the impression the playerbase is very active and increases subscriber retention. They may even have numbers that suggest new subscriber retention was higher at times such as when CoV was released or when other events occured which simultaneously brought the core playerbase back and encouraged new players to join.

    However, if I don't see that sort of marketing strategy synchronized with GR, then I got nothing except that they are asleep at the wheel.
  25. Arcanaville

    No PMs

    Quote:
    Originally Posted by MadHobbit View Post
    well here are the possibilities that I see,

    1. BABs said something in a PM that got out and caused him trouble at work,he "leaked".
    2. someone else did #1 and BABs wants to keep himself from doing the same.
    3. someone sent a very bad PM to BABs and really flamed him
    4. he is going to be busy with GR
    5. he is leaving to game to go elsewhere and this is a preemptive shutdown
    6.there is a new policy at work that devs must get approval for all postings(pre-screened)
    7.BABs is getting burned out.
    8. something is "wrong" at his home,family illiness,etc
    9.BABS is going back to school and needs the time for studies


    Just my thoughts
    Actually, BaB was sent to NCSoft's Playerbase Interaction Training Academy for refresher courses in dealing with City of Heroes forums and player private messages.

    In fact, I got this message from BaB just yesterday: I think he was in the middle of a training session.