Arcanaville

Arcanaville
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  1. Impressive. It reminds me that the first time I ever saw something genuinely impressive in-game first hand was also a DM/Invuln scrapper. He was soloing Creys Folly. As in the entire high end of the zone simultaneously. This ranks up there. Perhaps less impressive visually, but just as impressive in terms of pushing a build to its theoretical limits.
  2. Quote:
    Originally Posted by GlaziusF View Post
    Okay, one more step then: you have to make a game where you're entertained even if you lose, for a sizable or even majority fraction of the people playing the game who habitually lose.
    Las Vegas seems to be full of them. Although technically speaking many of them are very expensive puzzles.
  3. Quote:
    Originally Posted by Zekiran_Immortal View Post
    I don't want this game to feel like WORK.
    I don't think its possible to make a raid where tactics are important, but at least some players don't feel like they are trapped or controlled by those tactical dictates. The original level 50 Hamidon was a degenerate case where there was a functional strategy that had very few tactical components that couldn't be heavily automated. For all its social side-benefits, I don't think that is a good target to aim for in general.
  4. Quote:
    Originally Posted by Castle View Post
    I'll give you a bit of background on it.

    The old Hami event had problems, we all knew that. Most of us didn't participate in Hami raids, though, so we only knew about it via bug reports, datamining and second hand observation. One day, I wandered into Pohsyb's office while he was on one of these events. I talked with him and watched for half an hour, all the while he floated up near the zone ceiling dropping Phantom Army down onto Hami, along side 2 or 3 other Illusion controllers. That was his job...it was boring.

    After that, I started paying more attention to the Hami event and how it was run and I realized the entire event was like that -- aberrant playstyle atop aberrant playstyle. I decided that, at some point, we should really do something about it.

    Nothing happened, though. I never got a clear idea of what *should* be done to improve it, and it sort of languished in that state...until BABs was hired.

    He was a veteran Hami-raider, and had definite ideas of how to make a better raid. He campaigned for production to put time in the schedule to revise the event, and eventually got it. Then he, myself, Ghost Falcon and a few others (I don't actually recall who all was involved at the time, Posi may have been, Pohsyb, too, maybe even geko...but I don't remember) sat down in a series of meetings and hashed out BABs design. The end result was the new event.

    I can certainly understand the feelings of the folks who miss the social aspect of the old raid. It's similar to me missing the social aspect of EQ's camp a spot gameplay. It wasn't fun, but it gave you plenty of time to meet new people and to socialize, and in many ways, that's what these games are for.
    The collective story of how it got to this state in the first place is probably a lot more interesting than the actual raids themselves. As I was one of the people involved in the early days of the level 50 Hamidon, I'm privy to some but not all the details. I know, for example, that the tactic of dropping Phantom Army was first invented on Triumph during a raid I was leading by an in-game friend of mine. Prior to that, the absolute rule was no pets because the thought was that pets would draw unnecessary aggro. It didn't occur to anyone until that moment that they could be dropped from outside mito range by a controller far away from the rest of the players to draw aggro away from the attacking group.

    (At least, that is my understanding to the best of my knowledge, and when tactics were discussed at the time no one contradicted my statement that PA dropping was unique at the time Triumph first started doing it).

    I don't know who first invented Regen tanking. I do recall that the hold strategy was formulated after a test server raid (which was coordinated between people on different servers to try out strategies in an environment where it would be easier to experiment and also try to get a larger number of sustained raiders) where a player (I forget which one, but I probably have the name written down somewhere) happened to notice that Hamidon was getting held momentarily in his chat logs.

    And I know that the players (Freedom in particular) actually "invented" the proscribed "proper" strategy for taking down Hamidon that was designed into the encounter (the triangle attack pattern) but I don't think (not certain) it was ever used to success, because the hold strategy preempted it before it could be perfected. And most of us thought it couldn't be the "correct" strategy because it was too silly.

    Plus the level 50 Hamidon is a veritable mosh-pit of weird tactics. Phase shift targeters? Check. Fulcrum-shifting swarms? Check. Intergalactic-ranged snipers? Check. Enervating field as an attack? Check. My guess is that if everyone that was involved from about November 2004 to May 2005 collaborated, you could fill a book on just the level 50 Hami raid activities.


    On a personal note, I believe the very first time I ever PMed BaB was to discuss the I9 Hamidon update. Specifically to chide him for making defense worthless in it. Come to think of it, the I9 beta test of the revamped Hamidon has its own set of memes associated with it. RUN FASTER, for example. It seems Hamidon has always contributed more to the lore of the game than to the actual gameplay of the game, Oil Slick Arrow and Howling Twilight notwithstanding.
  5. Quote:
    Originally Posted by GlaziusF View Post
    Huh. Okay, I'll justify "gear" for you, starting from (my) first principles.

    Games (all sorts) are copies of social interactions. Georg Simmel called them "Kampfspiele" or "conflict-games". He said that people enjoy playing games because they can experience a measure of the satisfaction of successful social interactions while ameliorating or eliminating the attendant risk. So to use some modern examples: winning football teams rarely kill the losers, you don't starve to death under a bridge when you lose at Monopoly or labor under an oppressive regime when you lose at Risk, et cetera.

    Talcott Parsons proposed that every "social unit" has four forces at work in it. One that sets external goals, one that coordinates internal efforts to achieve them, one that adapts to external obstacles to accomplishing them, and one that quells internal conflict that can lead to backsliding. "Social units" are generally comprised of smaller independent "social units", with a single person being the smallest functional "social unit".

    "Gear" is that portion of an MMO social "avatar" that adapts to external obstacles. This also includes money, tokens, merits, badges, and other game elements whose sole or chief purpose is to be exchangeable for gear.

    What must gear be, essentially? It's something you can change in response to an obstacle. Your capacity to use it should be throttled so obstacles can seem significant. It's okay for it to degrade (actively or passively) or be used up entirely in surmounting an obstacle, as long as you can get more of it. And for an added wrinkle, the gear you acquire need not be limited to your use only. You can even acquire more than you can use, so you can trade or gift it to other players to help them overcome their external obstacles.

    Ta-da! "Inventory" and "economy". A game without gear is a game that can't create obstacles. Either your capabilities are so fixed that you can't overcome them, or so flexible that what appears to be an obstacle is a challenge in configuring yourself properly.
    This definition of "gear" seems to be: gear is something that must be collected or acquired that alters the capabilities of the player/character in ways that differentiate the capabilities of individual players.

    Given that definition, it does not follow logically that "a game without gear is a game that can't create obstacles." The missing element from this argument is the question of strategy. Its possible at least in theory to construct a game with no gear, in which the defining characteristic of the obstacles is non-trivial strategic uses of otherwise universal items. In other words, there is no logical argument that states its impossible to make a game in which the goal of the game is to find innovative uses for the resources that everyone possesses in roughly equal measure.


    I don't think I can accept your first principle of games either. I think in the abstract, games have a requirement for some form of "social interaction" by a very loose definition of social interaction, but the key word "copy" creates a problem. It suggests that its impossible for there to exist social interactions that can only exist within the context of games. If games are only copies of social interactions, no social interaction can ever be invented by or inspired by a game. And this places a limitation not just on games, but on human beings themselves.
  6. Quote:
    Originally Posted by Gaia View Post
    Music, Movies, Pictures or indeed any documents you don't use any more - write them to a CD or DVD and delete.
    I'd recommend external USB hard drive over burning to CDs. You can get drives with three times the capacity of the OPs entire computer for about $70 or less, all the files will still be available to use, and when you buy a new computer you can use it to transfer all your files to the new system, and still keep the drive for external storage or to move things to different locations.
  7. Arcanaville

    Ninja Running

    Quote:
    Originally Posted by Samuel_Tow View Post
    Interesting... Do you think this could be the cause of thrust-less drift at the end of the jump pushing you lower if you go straight up than if you're moving laterally? I can't actually recall the physics of it off-hand (would need to sit down and run a few numbers), but would being launched at a set initial velocity upwards take you higher or as high as being launched at an angle? I can't actually think of an answer off instinct, and I don't have the opportunity to find out right now.
    Lower, not higher. Launching at an angle should cause your upward velocity to be lower than if you launched straight up at that same velocity, which should lower your maximum altitude.


    Quote:
    But if anything, you have a small window of true jump parabola just at the peak of your jump when your constant thrust cuts out and gravity kills your upward speed. Could something about the velocity THERE be causing this? Think of it this way. When going up, you re subject to ascent speed and ascent speed only. When jumping forward, you are subject to the SUM of ascend speed AND lateral speed, which would actually give your final parabola after Super Jump cuts off actually MORE initial velocity, which could produce a higher arc.
    Only if the calculations do something funky, like attempt to honor certain limits or do vector sums incorrectly, because lateral speed alone shouldn't affect final altitude if the velocity calculations are done correctly, even if velocity obeys a cap throughout the jump. Your velocity entering the parabolic arc would be higher, but only because it would be (or should be) the vector sum of your ascent speed and your forward motion.

    Its on my list of things to investigate one rainy day, although I will say its been on that list for a couple years now, mainly because it seems to be such a small and usually immaterial effect. But now that I've posted about it, it might start to gnaw on me to figure it out.
  8. Quote:
    Originally Posted by Muon_Neutrino View Post
    I don't think that AVs inherently resist mez resistance debuffs. According to the wiki page, AV resistance covers -runSpeed, -recharge, -endurance, -tohit, -defense, -perception, -regeneration, and -recovery. No mention there of resistance to mez resistance debuffs, so that 86% shouldn't apply. The level scaling should, but not the inherent AV debuff resistance.

    And I've never heard of AVs having inherent 100% mez resistance. As far as I know, AVs scaled down to EBs keep all their abilites - just losing the extra HP/damage/etc. I've fought plenty of PToD EBs on my dom, and I have a feeling I'd have noticed them having 90% mez resist. After all, I can hold them whenever the triangles are down, and I wouldn't have been able to do that with half duration holds, given that I need to stack 3 of them.

    As far as I understand things, the AV in your example should have ended up with -74.5% mez resistance. Of course, I'm no more sure that I'm right than you are. Someone needs to test this stuff.
    1. There really isn't any such thing as a "purple triangle power" - its just the catch-all term for the collective protections AVs tend to have. But since they are actually created separately for each AV, its theoretically possible for the "purple triangles" to be different for different AVs. Normally, they are all very similar, but there are tiny occasional difference between them.

    2. I'm unaware of a "purple triangle" that offers mez resistance, except for knockback resistance. There could be one I just don't know off the top of my head, but most I can think of do not.

    3. I am aware of at least one AV that does have 100% mez resistance: Hamidon.

    4. 100% mez resistance isn't a lot of protection anyway: mez is usually a duration effect, and 100% resistance for duration effects only cuts the duration in half, it doesn't offer immunity like 100% resistance to a magnitude effect does.

    5. As far as I recall, the mez resistance cap for AVs is still 100%.
  9. Quote:
    Originally Posted by GibberingLunatic View Post
    No more derailment.
    Derailment? I thought we were supposed to be Kung Fu Fighting?
  10. Quote:
    Originally Posted by KaliMagdalene View Post
    Well, it's the "I have no sympathy for..." as if sympathy is relevant, as if their sympathy is some kind of litmus test for whether something should be changed. This isn't a matter of sympathy or feelings, but a matter of good vs. poor business practice.
    Even that's not relevant to the question of whether the ordering site is operating correctly, because Mod8 seems to be suggesting that people who order duplicates or improperly apply duplicate codes can probably ask customer service for refunds. So actually the online store allows for errors that NCSoft's business practice appears to allow people to back out of. Which makes them unnecessary errors.

    My guess is that the only reason this hasn't been fixed yet is because very few people have complained about it, which suggests to them that the probability of someone stumbling into the error is extremely small, and that prioritizes fixing it very low.
  11. Quote:
    Originally Posted by GlaziusF View Post
    I mean, maybe I'm just completely off base here, but that's the only reason I can think of for why someone would have a problem with picking out their origin.
    That's *also* not the question. And in fact, elsewhere in the thread its already been stated by me and others that the question of "which origin should I pick" is generally only restricted by personal narratives as well.

    Somehow, you've stumbled into people discussing who's older, Luke Skywalker or Yoda, and attempted to turn it into a discussion about whether teenagers can be Jedi Masters.

    Your alternate viewpoint of origin is interesting, and would be an interesting point of discussion if we were discussing "what role should origin play in City of Heroes version 2.0?" But we were not talking about the limits of origin, just the simple academic exercise of fitting Superman's origin to the definitions of Origin currently in the game.
  12. Quote:
    Originally Posted by GlaziusF View Post
    Ah. So he gained... Experience with his abilities, then?

    Would you say he did it by... Experimenting?

    Perhaps he took things to a new... Level?

    Okay, let me step back and put down the snark before more innocent people die. Three things:

    1) City of Heroes uses "origin" in a very Gamist sense. Your origin has the effects it does because the rules say so. Now shaddap and look at the colorful baubles, 7/11ths of which you can't use because the rules say so.
    This is irrelevant to the discussion. The Origins themselves have an actual stated set of definitions. Its legitimate to ask what Superman's best-fit origin is given those definitions.

    If you want to get into a discussion of the role that enhancements play from a game design perspective, just say so. However, its obvious that while the original game design intent was to have origin have an actual developmental meaning, the eventual decision was to make enhancements redundant. In other words, Origin doesn't determine what kind of enhancements you can get so much as it determines the labels they have. The only real difference is who sells them (at times) which is hardly any difference at all. They are distinctions without a difference (which is normally a sign of a game design error or compromise, actually).


    Quote:
    2) I am a Narrativist. Exactly how hardcore I'm not sure, but I like the cut of its jib. "It only has to be true for long enough."

    3) I would not shed a tear to see Simulationist gaming take a long walk off a short pier. I have no problem with its practice between consenting adults, or its sealing away inside the confines of a computer, where it can be the endless series of algorithms it's always dreamed of being. But if I ever again have to define the 99% of the universe the PCs don't give a rip about, I will rip and tear the relevant tables from the relevant book. It will be a huge book, so it will have huge tables. Rip and tear.

    This idea of mine about what Origin "means" is old. Older than little ranged plinky powers, older than temp powers where your origin gives you a bonus to damage. Just about old enough to enter kindergarten, and I have no idea what kind of lunchbox to buy it.

    Back then, what relevance did Origin have? Your starting contact, who matters for five levels if you really push it -- none at all if you join a sewer team -- and the enhancements. Identical in every way except for the gloss on 'em and the dudes who dropped 'em. Since then it really hasn't grown much. If anything, with the various invention sets picking up where trainings left off, it's gotten less relevant.

    But I never asked myself what origin and its implementations were supposed to simulate. I asked myself what stories they'd let me tell.
    Also totally irrelevant, because the question was never "is it possible to define origin in such a way to make Superman be <fill in the blank> origin?" The fact that CoX has extremely loose narrative connections to its underlying mechanics has always meant people could justify almost any cosmetic decision (and many non-cosmetic ones besides). But that's completely irrelevant to the discussion of which origin's definition best matches Superman. Interpreting that question as a narrative challenge is substituting the question for a completely different one.

    It would be no different than if someone asked "what origin are Kheldians" and I said "Natural" and you said "wrong, they are magic, because" and then proceeded to give a twelve page personalized backstory that you use to justify a divergence from the canon description. Interpreting the question as "what origin are Kheldians [i]in whatever personal narrative you've invented for yourself" is willful side-tracking.

    Now, if you do want to side track into a discussion of whether the game design would be better served with evocative game mechanical devices or simulative ones, that's cool also. Its a topic I don't find many opportunities to discuss in the thirty odd years I've been thinking about that particular topic.


    Quote:
    The story of "how I got my powers"? No, that doesn't work. That story is dead. It's sealed. In some cases it's ossified. And it likely doesn't fit the bio box in any case.

    The story of "how my powers get better"? Well gosh, son, that's where the game happens already! Let's go!

    So: how do you enhance your hero's capabilities, above and beyond the experiences that give you practice?

    Do you call on forces outside yourself that you may not quite understand? (Magic/Science. Yes, I conflate them. Super Science is what makes that technology indistinguishable from magic that you've heard so much about.)

    Do you look at the potential inside yourself, which can grow in ways you can't give voice to? (Mutant)

    Do you draw upon the experience of others, whether in the devices they've built (Technology) or the insights they pass on to you? (Natural)

    And the Superman I knew was all the time doin' Super Science. The original Superman Red and Blue were offshoots of an experiment he did to increase his intelligence by bombarding himself with 31 flavors of Kryptonite. He built time-traveling Popemobile bubbles and Bizarro Rays and robots that were designed to smash your camera.



    And they're automatically Natural origin, because that's consistent with experiencing an enormous life-changing event and deciding to reinvent yourself, and they're all Technology origin, because that's consistent with having your gear overcharged and being inspired to use it in new ways, AND they're all Magical origin, because Maxwell's Demon saw what you did there (why did you think your face wasn't melting off when you got that close to a nuclear furnace?) and put in a good word to the boys upstairs.

    Or, y'know, take the story you're telling about how your powers are getting better and pick the explanation you like.

    So that is my interpretation of "origins", which now qualifies for a senior citizen discount in Internet years, and why it probably won't do a thing for what you want out of an explanation of how Superman isn't Natural origin.
    You're right: it does nothing. Because I never challenged the assertion that personal narratives are limited only really by creativity. In fact, I've asserted that for essentially as long as I've been on the forums to assert anything. It is, as I said, irrelevant to what origin's definition Superman best matches. If you want to personally justify his origin as magic leprechauns, be my guest. I'm not denying you the right or questioning your ability to do just that. It just has nothing to do with anything I'm talking about.
  13. Arcanaville

    Ninja Running

    Just a quick comment on the mechanics of superjump. Long ago I noticed something weird that I decided to check yesterday to see if my memory was playing tricks on me. I tried superjumping straight up, and then comparing to superjumping forward. Common sense told me that my maximum height should be either equal in both cases (if the power obeyed a jump ceiling regardless of horizontal movement) or lower in the case of moving forward (if the power obeyed a maximum forward motion which would have a lower ceiling due to being at an angle). Instead, what I saw was that my maximum height appeared to be very slightly *higher* when jumping forward than when jumping straight up and down, in defiance of either theory.

    This is difficult to observe under normal conditions. Here's what I did. I picked a building with a lot of visual detail that would let me readily see how high I was jumping (the architect buildings work well here). Then I stood next to it and superjumped straight up, noting about how high I got before reaching max altitude and falling back down.

    Then, I superjumped *backwards* away from the building until I reached max height and then *stopped* applying backwards motion. With some practice, I could drop down to a position that I could then jump *towards* the building from in such a way as to reach maximum height just before reaching the building (and running into it).

    Fairly consistently, I was reaching heights that seemed very obviously higher when jumping forward - maybe half a body height, about three feet. Unless something about this experiment is systematically wrong (which is possible, its not something I've deliberately studied in detail), there's something about jump mechanics that isn't quite kosher, although the discrepancy is far too small to notice under normal conditions.

    (One possibility: the game tries to honor a maximum jump distance of some kind, and tries to calculate what the correct amount of total height and forward motion is appropriate to the jump distance, and those calculations have small roundoff errors biased towards jump height)
  14. Quote:
    Originally Posted by Dementor_NA View Post
    My suggestion has been a simple suffix that is not visible in most situations: basically the same one the use in the genre itself, roman numerals.

    So the first Black Jackal on the server is just Black Jackal. The next is Black Jackal II, but in most situations, like chat the "II" would not be seen.
    I see two "Black Jackals" standing next to me. I want to send one of them a chat. Before I can click on one of them, which would be theoretically unambiguous selection, they both run off. How do I type a chat line directed at the correct one?

    I see two "Black Jackals" standing next to me. One of *them* wants to send me a tell and does so. If the "II" doesn't show up in chat, how do I know which one it was? If two of them are simultaneously sending tells, how do I know which one is sending which message?

    Suppose I only see one "Black Jackal" standing next to me and I get a tell from "Black Jackal." How can I be sure its the one actually standing next to me? How likely is it that someone else might make an error and assume it is, and be wrong?

    Ultimately, its impossible to hide extra distinguishing prefixes and suffixes, because in every setting where character names appear, that may be at that moment the only way to identify the desired character. That means whatever is visible must be unique. That's why you can have duplicate character names across servers: its impossible for someone on one server to "see" someone's name that's on a different server. The exception is the global chat system, where people are known by global handle because again, the visible identifier must be unique. If the visible identifier is not unique, its not an identifier. In a system like an MMO, the identifier cannot be "almost always correct." That's bad game design of the first order.

    I would have thought this was not necessary to state, but it seems to be. Every character must have a unique identifier in every setting in the game, and that unique identifier must be visible to all other players that can interact with them in that setting. Any attempt to play games with identifiers that breaks this rule is guaranteed to create a problem somewhere as a logical consequence, because this requirement cannot be nullified. Doing so creates circumstances where players cannot uniquely identify each other in a given setting. I would say that as a rule, that is always bad design.


    This has nothing to do with player errors: that's irrelevant to whether the design decision is a good one. Saying "players sometimes make mistakes, so its ok for the system to do so as well" would be like saying sometimes players buy the wrong enhancements, so its ok for the game systems to occasionally give them the wrong enhancements.
  15. Quote:
    Originally Posted by Dr. Aeon View Post
    Please keep in mind that I won't be able to answer any questions regarding what we have planned for Going Rogue, though I can happily answer questions about techniques in Architect, different forms of narrative, etc. Just keep in mind that I'll have to remain silent about anything related to Going Rogue!
    What are your plans for the Architect for the build after the release of Going Rogue?

  16. Arcanaville

    Tohit

    Quote:
    Originally Posted by Serve and Protect View Post
    hiya, everyone. I'm just trying to figure out how to raise my tohit. Is there an enhancement for it? I miss way too much.
    There are Accuracy enhancements which increase the accuracy of the power they are slotted into. There are also powers which increase ToHit chance such as tactics. Yellow inspirations (insights) also increase tohit.

    There are no enhancements that increase your tohit directly. There are enhancements that make *powers* that increase your tohit stronger.

    Short answer: slot accuracy to make a power hit more often. Use yellow inspirations to temporarily make it easier to hit things. Pick powers that increase tohit if you want to have powers that make you hit more often.


    The difference between tohit and accuracy can get a bit bogged down by math, so here's the simplified version. You as the player have a base chance to hit things that is 75% by default. Attacking things that are higher level than you will reduce that chance, as will attacking things with Defensive powers. At very low levels, you'll have a bonus that starts off strong and gets weaker as you get higher in level, specifically to make things easier on lower level characters that have limited ability.

    Accuracy increases your chance to hit the target by a proportional amount. If you have +33% accuracy, that means you hit 33% more often. So if your chance to hit was 50 percent, a +33% accuracy power will hit 33 percent more often, or 50 * 1.33 = 66.5%.

    On the other hand, boosting your tohit increases your chance to hit by a flat amount. If your chance to hit was 50% and you increased tohit by 33 percentage points, your net chance to hit would increase to 83% (50 + 33).

    All other things being equal, more tohit is better than more accuracy. But all things aren't equal, because its relatively easy to get more accuracy, and usually harder to get consistently higher tohit.

    If you have some of both, life gets a bit more complicated. See: Attack Mechanics.
  17. Quote:
    Originally Posted by Samuel_Tow View Post
    Arcana, I agree with your general argument, but this paragraph in particular has a big hole in it. Batman may have decided to become a super hero, and would have become one technology or no technology, but in either case, the origin of his powers would have been VASTLY different. Consider a few examples:

    Batman has only him body to rely on, so he trains in martial arts, builds up his body and gets himself only very basic tools to work with. He's a super hero, but he is decidedly Natural.

    Batman gets a brainwave and develops staggering futuristic technology. He builds himself an anime cyber ninja suit complete with all sorts of gadgets and gizmos. He's still Batman, but his origin is much more heavily Technology.

    Batman discovers an old crypt in his bat cave and finds an amulet that makes him super strong, super fast and nigh-on invulnerable as long as he has the will to control it. He's still Batman, but he is very much Magic.

    What I have a problem with here is that we're putting undue impetus on intent and development, sometimes to the exclusion of the NATURE of the actual powers. I don't believe the question is which came first or which started it all or how the character feels, so much as the much simpler "is it the tools or the man who uses them that makes the hero. Take away Batman's batarangs and he'll still be able to outsmart his foes even with more spartan methods. Take away Iron Man's armour, and he's helpless (as his stories prove time and time again).

    So, yes, I agree with your conclusion, with the above caveat.
    I was very deliberate in picking a specific instance of the Batman, to dodge these sorts of hypotheticals. As I said: "I would say the only time a downstream act can redefine origin is when its dramatic enough to redefine the character itself." You're suggesting that under certain circumstances, Batman could have been very different. And that would satisfy my own caveat that if the act is dramatic enough in terms of altering the character, it could qualify as a different origin.

    "Is it the tools or the man who uses them that makes the hero. Take away Batman's batarangs and he'll still be able to outsmart his foes even with more spartan methods. Take away Iron Man's armour, and he's helpless." Its not quite so simple. Some beings aren't helpless when they have their defining superabilities removed, sometimes because prior to that they had *other* defining superabilities. See: Frankie Raye. And sometimes the tools are necessary but not the source of the ability: see (albeit not a hero) Bullseye.

    I think you need to look at what abilities are core to the character concept and which are ancillary (which is sometimes subjective), and then look for the root cause of those abilities in terms of the origins CoX includes, until you find the best possible match consistent with the definitions in the game. I don't think its possible to simplify the process more than that without creating an overabundance of special cases.
  18. Quote:
    Originally Posted by GlaziusF View Post
    I meant in terms of the origin of the Superman character or his powers. I will concede that Superman Red and Superman Blue might both be considered science-origin entities at least in part.


    Quote:
    I don't think you quite get what I'm saying here. I agree that the common-sensical meaning of "origin" is "the way you got your powers", and that Superman almost certainly wasn't the subject of a Scientific experiment. (Though there are probably alternate-universe Supermen who were intended to be guinea pigs/eventual vanguards of a Kryptonian invasion.)

    But that is not the mechanical effect Origins have in-game. Origins have nothing to do with "how you got your powers", aside from your little dinky temp ranged thingy. They affect how your powers change - specifically, what Enhancements you can slot into them.

    Practically speaking, a martial artist who becomes partially fused with a mountain god and gains super ice powers, but returns to his old master to learn how apply his old training to his new capabilities, is Natural "origin". He got his powers through a process that would be considered Magical, but expands them through Natural training.
    That's an interesting perspective. You're suggesting that we ignore the actual definition for Origin that the game presents to the players, because that textual definition has no game mechanical consequence, but you're willing to look at the textual descriptions of the enhancements and consider them definitive, even though they too have no game mechanical consequences.

    In other words: Natural Origin says your powers are intrinsic to yourself, we can ignore. Natural Origin Enhancement says monk trained you on a mountain top to increase hold duration, that we cannot ignore? On its face, I cannot consider this argument valid because its inconsistent in how it treats the in-game information. It cherry picks.

    Also, it doesn't cherry pick very well: Natural Origin SOs don't say how you were trained. You could have simply trained yourself, which certainly Superman has done. In terms of his core abilities, the classic iteration of Superman best matches someone with innate abilities not the result of any external magic, scientific experiment, mutation, or technological enhancement, and were simply improved by learning and practice.

    This perspective is also unusual in that it redefines "origin" to be "anything which can change your powers *long after* your character is created. In other words, this line of thought states that anyone that goes through the respec trial and executes a respec is automatically either Science or Mutation origins, the only two consistent with being exposed to radiation and having your powers significantly altered.

    There has to be significant weight placed on the *origin* of your powers to determine what origin you are. My natural MA/SR doesn't become technology origin because she gains a nemesis staff: that's ancillary to her primary super abilities, and also ancillary to her actual origin as a superhero.

    I would say the only time a downstream act can redefine origin is when its dramatic enough to redefine the character itself. If the character simply isn't the same character anymore because of that change, you could argue that that event was the "origin" of the new character, and the metaphorical "death" of the old one. Jean Grey might have been a mutant with telepathic powers, but arguably once she became the Phoenix she was effectively a completely different superhero with a completely different origin (before all the retcons). Short of that, though, I don't think its reasonable to suggest that acts you take downstream can affect your origin. To do so suggests that origin is fluid, and that contradicts the intended meaning of "origin."

    Lets apply this to an example. Daredevil gets hit by chemicals, gains supersenses. Acknowledging that this event has been interpreted in different ways, lets just assume for now that this is a Science origin. The important fact is that he gained these senses by one method. He then decides much later to fight crime with these senses, and he makes his billy club, clearly a technological invention. The question is: is that billy club a part of his origin, or a *consequence* of his origin. In this case, I would say the origin of his "powers" was the event that gave him his senses. The billy club is only a tool he made to augment those senses. While you could make the case that Daredevil is Science/Tech dual origin, I don't think that argument has much substance to it. Daredevil is still Daredevil even without that tool. Murdock decided to become Daredevil (at least in concept) before making that tool. Ergo, its not a part of his *origin*. It could be considered part of his *development* but that's a different thing.

    Nolan's Batman is also a case where there is very heavy use of "natural" origin abilities and technology. In this case I think a case could be made both ways, although I think the fact that Wayne had already decided to become a "superhero" when he returned to Gotham, and would have done so with or without the technological trappings available to him, suggests that the origin of the Batman was natural, and the technology only a set of tools layered on top.

    Although there is some grey area here, I think its obvious that the intent of "origin" in City of Heroes was not to be a game mechanical contrivance, but to represent the event that grants super abilities to the character. Everything past that point has to bent to the requirements of MMOs and *is* colored by being at least in part a game mechanical contrivance, and the technical mechanics of those requirements may not perfectly parallel the fictional directives of the genre.
  19. Quote:
    Originally Posted by Rajani Isa View Post
    Quote:
    Originally Posted by Another_Fan View Post
    Being ever a keen observer of the perambulations and gyrations of the female posterior, 6 inch heels are the superpower you are looking for. Not having a head like Modok, I have no idea how you would manage to fight crime in such footwear.
    By walking. Note, this would make one a crimefighter suited to particular criminals only.
    You don't fight in 6 inch heels. You jump out of aircraft in 6 inch heels. You switch out of them to fight of course.

    Also, there seems to be nothing wrong with using Walk while in combat.
  20. Quote:
    Originally Posted by UnSub View Post
    What I described isn't that different from what we have now. I certainly don't memorise every character on a server in relation to who their global is, especially since players might have 8 or more characters to switch between. Shifting to a non-unique naming system means the focus goes to the globalname over the character name, which is where a lot of long-term players are now anyway (using Global Friends over Friends or Global Chat Channels over local chat).

    There are arguments for and against unique naming. If an argument against is ugliness of the full <charname>@<globalname> address, there are ways around that particular format at the top, cosmetic level.
    You keep saying that, but haven't suggested one yet. What do you do about players on the same team. Do you list them by character name and guess, or do you list them by global name and also guess (since their characters are going to be displayed by character name, or are you suggesting removing that as well).

    The whole *point* of having character names is to be identified by them. If you're allowing for people to not care what they show up visibly to the rest of the game as, then for people who want non-unique names and are willing to have that name not be the actual identifier for their character, *I* have a suggestion: put random numbers in the character ID field and put your character's "real name" in your bio. Now your character has whatever name you want, and your character ID field is just a placeholder to uniquely identify your character. Problem solved.


    Quote:
    As for "a programmer would conveniently forget to code it": yes, I certainly hope that programmers ignore designers on decisions they feel are wrong and implement their own systems instead. Worked so well for taunt and RNG reward distribution, didn't it? The only person on that list who would have that kind of say would be designers or maybe producers - the vast majority of publishers aren't going to check through every design decision and wouldn't shelve an entire title because of a naming system.
    Why do people keep thinking I'm guessing on matters such as these?

    Ok, suppose you're BaB and you think this is the greatest idea ever. You can always present that to the rest of the dev team and see if you can advocate getting it implemented. However, there's probably an intermediate producer responsible for systems related to chat or related systems: he would have veto power on the idea. Positron as the lead designer would have veto power. Brian would probably have veto power. Separate from all of them, on a matter as wide-ranging as this there would probably be an internal discussion of the idea, and if a large majority of the devs expressed serious reservations, that would probably also kill the idea, if not delay it substantially. Then you'd have to discuss it with the programming team. While they do not have explicit veto power over the idea, they have a way to express their overall preferences by presenting the opportunity cost of implementation: given their estimates of how long it would take, what else won't get done. And if you think this is always an objective process, you're operating outside the boundaries of reality. If they think the idea sucks badly enough, it'll get implemented next thursday 2021 right after nostril-hair sliders, unless it was made a high priority task which is extraordinarily unlikely.

    The dev team is not normally a dictatorship: its a collaboration. There are design decisions made at the top, sure, but most of the time ideas are vetted across the dev team, and usually everyone gets some input into whether something is implemented, and when its implemented how its implemented (if it affects an area of the game they are involved in). Something like changing the way characters are identified is something that I'm pretty sure will pass through lots of hands and is unlikely to be a decision made dictatorially. And that's why I'm pretty sure it would get killed in the crib: its a high risk low payoff move that I doubt anyone would go to the mat to get done, but at least one person involved would expend sufficient energy to kill.

    The only way this gets done is if Positron or Brian fall in love with the idea. I don't know either well enough to know if they would fall in love with the idea, but I think they probably have more interesting things on their plate right now.


    Oh, and by the way, taunt wasn't implemented "contrary to design" it was the documentation that was out of sync with the implementation (that occurs a lot: player accuracy buffs were another example of implementation being out of sync with either documentation or general knowledge). And the random number generator error in the reward system wasn't the result of a programmer implementing their own priorities, but bad programming period.
  21. Quote:
    Originally Posted by GlaziusF View Post
    Okay, here's one for you.

    Counterintuitively, "origin" has no effect on how you actually get your powers. The one game effect "origin" does have is on how your powers change, aside from just practicing on your own.

    Natural? You take Training from experts in the field and apply their knowledge to tweak your powers.

    Magic? You make a contact with a Dimensional Entity - something outside yourself - and add its power to yours.

    Mutant? Your best bet is to undergo a Secondary Mutation. Somehow. No, really, somehow. They can be grouped into classes with the same effect, but how you actually trigger yours is anybody's guess.

    Technology? Cybernetics. Upgrade the tech you're made from or the tech you use.

    Science? Perform Experiments (or have them performed on you), exposing yourself to all manner of weird radiations and substances which given your existing powers have predictable effects.

    What affects Superman's capabilities the most? Weird radiations and other controlled substances. Occasionally he makes use of a Kryptonian Invention, or one from Star Labs, or something derived from him undergoes a Genetic Alteration.

    But, clearly, he's otherwise a man of Science.
    Superman does not in general perform scientific experiments upon himself to enhance his existing powers or gain new ones. You can't drop the "scientific experiments" part from "exposure to weird radiations and substances" or its not science anymore. It might not have been a deliberate scientific experiment on you personally, and it might not have been a scientific experiment conducted by you personally, but the presumption is always that the effect was a product of scientific research. The Sun is not the product of scientific research.

    Furthermore you're attempting to make the case that what affects Superman's capabilities the most is exposure to the sun, not his intrinsic Kryptonian biology. In effect, you're saying that a human being standing in the sun is intrinsically closer to having superpowers than a Kryptonian on Krypton, because the Kryptonian must still get to a yellow sun, which is more than what the human being has to do, which is only become Kryptonian.

    I don't think that is likely to match most people's definition of "affects the most." Its his Kryptonian physiology that is most responsible for his capabilities: yellow sunlight only unlocks that ability without actually changing his physiology in any way (that has ever been stated as far as I know).
  22. Quote:
    Originally Posted by Another_Fan View Post
    George Washington INV/SS tank, Obviously took hurl look at all the stories about him tossing coins across the Ptomac.
    Super Reflexes Stalker. His horse was shot out from under him and he took four bullets through his coat without getting hit once in the French-Indian War. His two most memorable tactical actions during the Revolutionary War were a sneak attack on Trenton and a stealthy escape from Long Island.
  23. Quote:
    Originally Posted by RadDidIt View Post
    Edit: I built my rig slowly over a period of about 12 months. I could take a quick system snapshot, but sufficed to say its worth several thousand dollars from Dell/Alienware.

    Core i7 3.33
    8GB 800mhz (was getting some weird errors with 1333mhz *shrug*)
    Nvidia 295 Galaxy (No need for SLI with this beast)
    80GB SSD
    500GB 7200 HDD
    Win 7 64-bit

    The most awesomest fan and heatsink system ever.

    Built it for a total of about 1100, mostly due to sales, business contacts, friend contacts, and refurbished stuff.
    Way out at the edge of performance you can still save a lot of money by building instead of buying complete systems, and that config is way out there. Although to be honest, I couldn't build that system for $1100 US without stealing half the parts off the back of a truck. I might be able to do it for $2k, but that was outside my price range.

    At least you're ready for Ultra Mode. Just out of curiosity, what sort of screensize/framerate does CoX give you at maximum detail settings?
  24. Quote:
    Originally Posted by Xaphan View Post
    Only if they stop at some point. If they continue going until the point the game eventually dies and the servers close (which hopefully won't be for a long, long time), then it'll be impossible to catch up.
    That's no different than saying everyone should be able to experience all of the core mission content "eventually." If the servers close too soon after someone joins, that will also be impossible. However, its not relevant to whether the opportunity exists as a design issue.

    As I've mentioned previously, this objection is also theoretically defuseable in a trivial way by simply stating that if the servers were to ever close, everyone would get every veteran badge at least one hour before server shutdown as a parting gift.
  25. Quote:
    Originally Posted by Nericus View Post
    Well here's the thing, to me a successful universal reboot needs to have the following:

    1. Plan this well in advance.
    2. Decide how it's going to happen
    3. Plan for what will happen during and after, including but not limited to: casualties, rebirths, and timeline changes such as story changes, origin changes, characters being displaced in time or replaced.
    4. Set definitive rules for continuity.
    5. STICK WITH THE PLAN and don't say "to blazes with it" a few years later (Yes, DC i'm looking at you post first Crisis)
    6. Include the ENTIRE universe don't just reboot core titles, example: only marvel's flagship titles got rebooted in ONSLAUGHT
    Short version: don't just make it up as you go along.