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Quote:Black Scorpion, Mace Mastery, Shatter Armor. It's an ST melee attack, not a cone, so it's less useful for mobs, but it does -20% resist and is a significantly powerful attack, for -40% resist total. I took it instead of another AOE attack because my Crab is already pretty butch on AOE, but when it comes to taking down single hard targets his damage is a little anemic.A Crab who takes Mako for a patron gets -20% resist debuff from Venom Grenade plus -15% from Arctic Breath. It takes some good recharge to make Arctic Breath perma, since its only a 10s duration, but a Crab tends to build for recharge anyway. Total -35% resist debuff, better then the defender.
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Quote:The scaling resists are there to allow you to survive long enough to top your health bar off. If an enemy is pounding on you for 100% damage, you might only be able to survive two hits getting through defense. With the scaling resists, you might be able to survive 3 or 4. That can make all the difference in getting a heal off.Passive scaling resists aren't something you rely on for survival... they're more something that keeps you alive while you kill off those final 2-3 badguys with only a sliver of health left.
If you're fighting a hard target, to guarentee survival, the proper strategy is to keep your health bar topped off. -
Quote:Yep. The trope may be overused enough to be called a cliche, but it's always better when I can opt to bring my Brute along on a TF with my friends' blueside characters. Side-switching has alleviated that somewhat, but only in that everyone just goes blueside.From a story perspective, I understand that. From a game viability perspective I personally discard it completely, because I think the game experience is better for the fact that this happens so often. That the players are asked/allowed to do this is more or less completely glossed over by NPC dialog, and that's sort of bad, but trying to put a lore face on why it happens as much as it does seems to me like it would not be very effective.
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Purples drop from any mob capable of dropping level 50 recipes, which I believe is 47 and up. Level 49s certainly can.
It's not so much that you get a higher chance of one dropping off a 49 than a 50 so much as you can clear more 49s in a given amount of time, so you get more chances. -
DISCUSSING THE LEADERSHIP CAPABILITY OF THE COMPUTER IS COMMUNIST TREASON.
ARE YOU A COMMUNIST, CITIZEN?
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Quote:I just want to add that this has also been my experience on my own blaster. Being Fire/Dev, he essentially can't blap and must play at range. Mezzers are utterly destructive, and the Carnie tip missions are particularly painful, since even with bosses off they use LT-grade Master Illusionists. Defiance doesn't particularly help when you're surrounded by phantoms and a Dark Servant the moment you aggro the spawn. Even using a Break Free, I have to use hit and run tactics and burn greens to stay alive. He uses IO sets, but I didn't build him for S/L or Ranged defense, which I suspect is going to be more common for the average player, since building defense on a blaster is bloody tough and expensive.With all of that, I perhaps died once out of every two or three missions, but particularly against mezzers like Carnies.
I have managed to work through a 0x8 (or possibly 0x6) mission of Longbow with the level shift, but even then I died about 3 times in each room. -
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That's what you're saying. Venture said nothing of the sort.
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Quote:That's nonsensical.That argument went the way of the dodo when the developers decided to implement difficulty adjustment in lieu of actually balancing the game. If the developers want everyone to play at base difficulty then they need to prevent people from building characters that can play at higher levels, and we both know that's not going to happen.
0/x1 is base solo difficulty. The game's content has been tuned so that anyone and everyone, regardless of build, should have a reasonable expectation of soloing at 0/x1. That's baseline, not the norm. Some ATs, some builds, and some players are able to run at higher levels. Great, that's more challenging. But if you fail that challenge, then that's entirely on you, because you opted to run at that higher level. The only guarantee is at 0/x1. -
Sure, sure, say in a few lines what it took me a few paragraphs to say.
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It's not always necessary. In the example you gave about Mario, level design would be responsible for adding enough enemies to make it a challenge but not so many as to be totally unfair. They may decide "This map needs a Koopa right here" without ever going to math.
But you can't get away from it entirely. Math design still has to figure out, say, the qualities of Mario's jump that fits creative's definition of fun. How much friction applies to Mario, how high he jumps, whether prior acceleration affects the range, so on and so forth.
No one methodology is going to work for all situations. -
Quote:Absolutely incorrect.You are mistaking Game design with Game programming, they are not the same thing. Programming is the maths side of thing, it deals with making a game actually work.
The design side of things isn't maths based, there was never a time where some one at Nintendo said "This new Mario isn't fun enough, add ten more turtles.". There is no mathamatical equation that gives the correct ratio of how many bips to boops will give a good game.
The creative side of game design says "I want to give a damage resist bonus to a powerset that's linked to health. When the player's health drops below a certain point, they start getting damage resist, and it keeps going up until they've got a whopping chunk of it when they're almost dead. It keeps them from dying immediately and makes fights more intense as the player struggles to finish off the enemy while watching their health hover around this tiny little sliver. But they can't have so much of it that they'd just be invincible."
The math side of game design says "Okay, the best way to do that would be the formula y = -x + 60. When the player's health drops below 60%, they start gaining 1% damage resist for every 1% health they lose, up to just below 60% damage resist, since they'd have to be at 0 health to get a full 60% resist."
Math explains this to creative. Creative may want the damage resist to be gained faster, like 1.5% damage resist for every 1% health but starting at a lower threshold, or maybe they want damage resist to be gained at an ever increasing rate so that from 50% to 25% health the player wouldn't get a lot of damage resist, but below 25% they start earning buckets. Whatever creative thinks would result in the most interesting yet balanced outcome, math would come up with a formula to represent it.
Once creative approves of math's math, the math goes to the actual programmer, who translates the equation I gave above into code, applying sanity checks so that the player doesn't have -15% damage resist at 75% health, for example (unless creative wants that to happen), and generally making sure that it actually works in the game. The programmer doesn't necessarily care what the equation is and might not even be all that proficient in math except insofar as they need to know it to be able to translate it into code.
So no, the math side of game design is not the same as programming. When players reverse engineer the algorithms in the game, they don't know or care how it's implemented in the programming. All they want is to figure out that y = -x + 60 so that they can know that when they're at 15% health, they have 45% damage resist. You think the formula given for hit chance at the top of this page has anything to do with real code? -
Quote:That's actually a fairly interesting way to look at it and is something worth chewing on.That's why I have a problem with challenge. "Don't you want to be challenged?" people ask me, and my response is "No, I don't." Why? Because being challenged just gives me more homework. It doesn't require me to be a better player, it requires me to bring a better build. Can I fight multiple ambushes? Yes, I can. Can I fight multiple EBs? Not at present, but if I made a better build and snaggted some Inventions, I would. Can I fight +4 enemies for the new TFs? Flat no, but I could, with the right build, temps and team-mates. But that's not because I'm DOING anything special, it's because I'm simply forced to bring a bigger gun.
I will say, though, that the quoted bit is applicable precisely because of the nature of City's gameplay, which the Incarnate trials theoretically will change. Even the fight with Battle Maiden is different. It doesn't require that you have sufficient power to bull through, it requires that you be alert and aware of the attacks coming at you so you can dodge out of the way. Power isn't as important as skill in that case. It's not much skill, true, but it is undeniably something you can't achieve by buying a set of purples. -
I half agree with you Sam. The original concept for inf was fairly straightforward, and it got co-opted when the market was introduced with only a passing thought for the fiction.
I also think the game probably wouldn't have lived terribly long without the market. City's gear-less concept was an interesting experiment at first, but it's not really the way to make money in the MMO market. It's like trying to take the "grind" out; for all players gripe about the grind, games that try to remove it usually don't live long. -
Tongue in cheek indeed. My understanding is that PVP multiplayer is the biggest reason by far for the popularity of those games.
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Besides spending on random rolls or spending on a single PVP IO, the other option is to buy recipes you can resell at a good price. If you're willing to be patient, you could probably make far more than 3 billion selling 30 low-supply recipes.
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Quote:I suppose the difference is that I can separate the game fiction and the game mechanics pretty easily. The concept of influence as capital is not a difficult fiction to swallow; at the same time, the actual mechanics of trading between players is a game mechanic that may or may not intersect with the actual fiction. It should line up where it can, but it doesn't always. That's the trouble with design by committee and a game that outlives its original creators.My apologies, then. I did not think anyone still held to that interpretation, but if you can, then I can respect that.
The game needs more money sinks. The Notice conversion is an attempt at introducing one. As it happens, existing fiction works with that. It's not really justification in and of itself; the fact that the game needs money sinks is all the justification I require to be content with that. It just happens that the mechanic can be rationalized into the fiction as well.
Mechanically, adding inf to the Notice conversion is no different from being able to trade reward merits + inf for alignment merits. I think that's a bit harder to line up with fiction, since there is no given fiction for merits, but eh. -
I really wish you would treat your opinion as your opinion instead of objective fact. You can't accept it; that does not mean it is wrong.
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Quote:That's rather condescending, considering I explicitly acknowledged it in a previous post:And now Praetoria has "Information" (check your system messages)
Quote:Actually that's not all that unreasonable. Remember what inf stands for: influence and infamy. (And information, but that gets phased out by 20.) The canon has always been that you're not paying for upgrades, as such; you're using your reputation and "spending" credit you've built up with the people of Paragon or the Rogue Isles. In that sense, it's perfectly reasonable. "I've become incredibly influential, and I'm using that influence to draw the notice of the Well."Quote:INF is money. It may not have been at one point, but with the advent of the Market, it became money. Trying to pretend it isn't is on the same level of wrong as the Church of Unitology continuously trying to pretend that the Markers aren't evil. -
Quote:Yes. You're asking for too much stuff. You're calling in more favors than you're actually owed. It's political capital, and it can be used up if you try to take more than you give.'Influence' was a concept that was introduced by Jack Emmert, and makes as much sense as his crackpot 'vision' ever did. Going on this conversion rate, if I 'bought' a Notice of the Well, my influence would actually go down. So...I work towards becoming a more powerful being and yet, magically, my influence over the world around me actually lessens?
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Actually that's not all that unreasonable. Remember what inf stands for: influence and infamy. (And information, but that gets phased out by 20.) The canon has always been that you're not paying for upgrades, as such; you're using your reputation and "spending" credit you've built up with the people of Paragon or the Rogue Isles. In that sense, it's perfectly reasonable. "I've become incredibly influential, and I'm using that influence to draw the notice of the Well."
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If Praetoria was not the only option for new players, I'd say don't change the difficulty. Praetoria is supposed to be a new level of asskicking; it is, after all, the setting for the Incarnate content. Praetoria's attacking Primal, and Primal's heroes need to get with the game to push them back. In that context, it makes sense for even the low levels of Praetoria to be difficult.
But it is the only option for new players. And while I don't think the new players are as put off by it as we veterans might think (after all, they can't compare it to prior content. We vets know it's tougher than blue and red, but newbies have no clue), by the same token newbies also don't have the knowledge to leverage against the game that vets do, and if they run up against a wall they don't have the prior investment in the game to help them keep pushing forward rather than say "Man, this sucks. I'm going to go back to <another game>." Also, the fact that it's an alternate dimension is entirely lost on new players, who are only just learning about the setting through the game as they play. It presents the setting in a bass-ackward way and can therefore get pretty confusing.
Praetoria really does make sense as a hard mode for veterans leveling new alts and I applaud it for achieving that goal magnificently. It breathes new life into the early game and makes me interested in the low levels again. But as an introduction to the game for brand new players, it sucks, and it sucks hard.
Edit: And player-targeted ambushes are stupid. -
Quote:I'd like to draw your attention back to Arcana's post directly above yours.I thought I had caught them at doing so in other things (Side-switching and A-Merits, for instance; the implementation of Day Jobs; the Invention System in general) and am very surprised to see this not seeming to be so much the case with the Incarnate System.
Quote:This game has to address both kinds of fun, and a lot of variants in between. This much is true: the more kinds of things you find fun, the more of the game will be accessible to you. That's not just the way it is, that's the way I want it to be. Something for each player not everything for every player. The latter sounds laudable, but its extremely limiting. What I want is not what you want. Making the game be only the intersection between the two, plus everyone else, is not in the best interests of the game.