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Ok, another confession:
On the oft-mailgned wedding screenshot I put together for the Manticore-Psyche event, the devs requested one edit from me:
In the PvP section (pg22), there's a shot of a character from the event (name escapes me) emoting over defeated Positron (this actually happened in the event). I manufactured a later shot of Positron standing over that same character, returning the favor as the player protested "HAX!"
I originally had Positron doing the /teabag emote.
This was, I was told, popular with the devs but nevertheless changed before the final cut just in case some objected.
(also, this was before I was really effective at Demoediting. Everything in that comic besides that shot was a screenshot actually captured during the event.) -
Quote:At one point, a dev implied that the AI behavior was somehow tied to their endurance as well- like some powers wouldn't be used if endurance was below a certain point. The statement stuck with me because I never really noticed it. I know you're the powers guru, but know anything about the AI here?Different people mean different things when they say this, but in the literal sense this is not true: critters use endurance just like we do, and in fact use more endurance per attack than we do on a relative basis. They also cannot use a power if they lack sufficient endurance to use it.
The main difference between critters and players is that critters really only have to attack one thing with their endurance - us - and can use all of it to try to kill us. We have to manage our endurance so we have enough to kill the critters in front of us, and then be able to kill the next set of critters, and then the next set, and then the next.
Edit: I don't know when we would have gotten to the point of doing anything with it, but literally the week of the sunset announcement I was talking to Arbiter Hawk about addressing the issues with drain, and he seemed open to the idea of discussing the subject, pending finding the actual time to do anything about it (the schedule was packed for the next couple of issues). -
Quote:I'd planned to respond to this in a detailed way- this statement is just ridiculous.You're using the word "wrong" in a strange way there - CO is Jack's "I was right, you were wrong" letter to the CoH players - condemnation is all it deserves.
... but that's the norm for you, I guess. Nothing anyone has ever said on any topic has ever had any effect on you, so I won't waste any more time with you.
You just don't know Jack. -
Quote:PvPing with a (known) dev is always fun.A long time ago, I would PvP a lot in Warburg and Recluse's Victory; something which I hope people remember the good things (being good) and not the bad things (getting angry at losing/other people). The following is either an exact retelling of that memory or the story shifting so dramatically that it sounds amazing when it actually wasn't.
I would do 1 on 1's with other people in Recluse's Victory on my EM/FA brute, back when energy transfer was really over-powered. I forgot who they were, but there was about three or four heroes who wanted to do a consecutive 1 on 1 with me, where as soon as one of them was defeated, another would jump in to fight me.
I managed to take all of them without even having to use Rise of the Phoenix. The best part was the last guy I fought, who was a something/regen scrapper. I already had full fury (uh oh) but I knew as soon as he got near 50% health he would pop dull pain, instant healing, etc. So I wittled him down to near 75% health, crossed my fingers and hit build up and fiery embrace
(back when fiery embrace added +damage) and WHAM'ed him with energy transfer, taking him down.
I thought it was so amazing that I had defeated all 4 of those guys on a build that had no unstoppable tier 9. I immediately thanked them on broadcast for the fun times and logged out so the moment couldn't be taken away from me.
If you win, you can gloat forever.
If you lose, you just accuse them of "hax" -
Quote:Agreed, but if (made up numbers) only 50% of a recharge time is reduced by a recharge-reduction item that claims to be 30%, why not just call it a 15% reduction?Well, it does tell you what the recharge of a power will be after slotting a recharge enhancement now. And I think recharge/interrupt/end reduction are the only really confusing enhancements, beyond the concept of ED itself (which can be summed up as "don't slot more than 3 SOs or something). Everything else is just a straight % modification, like 33% more damage, or hitting 33% more often. But really, being able to use 3 recharge reductions to make a power recharge instantly would have been overpowered.
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Quote:The problem *I* had with "real numbers" were that... well, they weren't "real".People who wanted to min/max were already doing a decent job of it. Yes, there were players who campaigned for more information to be provided in the game, but things like Real Numbers were added in large part due to recognition by the devs that systems like Inventions were unmanageable for most players without some sense of what the system actually did. Yes, Mids and Real Numbers enabled more people to min/max than might have been inclined to with less information, but it did so because without it, more people had no idea what their powers really did.
I'll confess that I don't think worrying about what min/max players will do with information about what a character's abilities actually do is worth keeping everyone in the dark.
Take, for example, a recharge enhancement that says it reduces the recharge rate by 33%. Anyone with even a basic understanding of math soon realizes that even before ED, this isn't *really* taking off 33% of the recharge rate of a power. It reduces much, much less than that because only PART of the recharge rate is affected by the enhancement.
That part, though, isn't really communicated clearly. Not in the power. Not in the description. Not in the enhancement. You're left to discover it on your own.
What seemed like a straightforward percentage system-- heck, what was EXPLAINED to them as a straightforward percentage system-- wasn't. This leads to some significant backtracking for any new user "discovering the game mechanics on its own." The numbers mislead in a way that alternate power rating methods wouldn't.
Then, of course, you'd still see some confusion when they encounter ED, since my 3 +33% recharges don't add up to a +99%. ... and since there are enhancements & effects that "are applied after ED" you get the bizzarro world where something that claims to give a +3% bonus to something can be more powerful than something whose description gives a +33% bonus.
All of this is easier for those of us that "lived through" the changes, but for new players, learning the difference between "what's the game SAYS" and "how it is actually APPLIED" can turn the learning curve into a brick wall unless you have a guide explaining it all to you.
Take the percentages away- give a rating system, for example- and much of that incorrect expectation goes away. The final numbers as they're applied to the character could still be visible, but any expectation for a direct-percentage match would be gone, and with it, the frustration of learning a system that says one thing, but does another.
but enough of that rant.
Back on topic:
Confessions:
- How I got "Bug Hunter"
While tracking down a persistent but difficult-to-reproduce bug during one of the betas, I joked that I'd let them remote into my PC (which always encountered the bug) or even mail it out to them. I got back an "if you're serious..." PM and so I FedEx'ed my PC out to Paragon Studios.
So while others reported exploits that could have made them virtual millionaires had they kept silent... or gave detailed analysis of the code.... or really really hammered hard in testing to break things... I got it for licking a stamp. -
Quote:I always liked the "Amalgam comics" idea- a collision of universes.I dislike the idea that the Coming Storm beat us. I prefer the idea that Paragon was saved/the villain took over the world. Their work finished, they moved on.
- Back with the first Praetorian Invasion event, the fiction explained that ever since the Rikti invasion the barriers between the worlds have been weakening.
- We even had an issue dedicated to alternate-universe versions of our selves getting mixed up in our universe.
- The worlds are colliding, and as we fought the war against the Battalion, more and more of these barriers came down- they became closer and closer.
- That moment when the incarnate-you sent back the memory fragment with Mender Ramiel was when you realized the end was approaching, when all the universes were coming crashing together. If only you had started down the incarnate path sooner, you may have had the power necessary to set things straight.... but it wasn't enough.
- The universes merge, and you find ourselves not-ourselves, in a universe that's familiar to us yet vastly different. We know that this world is reality yet it doesn't feel entirely real to us anymore... and echos of our past lives visit us as we sleep.
I'd originally seen this as the way to end CoH to begin CoH2... but I guess it could equally apply there...
I won't be going to CO anytime soon, if at all. Cinder Flame and I will be here and only here until the moment the servers shut down and then we'll probably take a hiatus from MMO's for a bit. If I do try out CoH's little cousin, I don't think I'll be bringing any of these charactes over, though. I've tied them too tightly to this world, so I think they'll stay here. -
Quote:A few months ago, I gave a copy of Leandro's poser to Rian_Frostdrake's younger brother as a programming challenge. He was hot on his way to reverse-engineering it and addressing the issue the poser had with arm positioning.... then one night he got lost in the costume creator, rediscovered a love for the game, and that project went on hiatus-- I guess permanently, now...That's easy...
It's manipulating the ragdoll code to get new animations that's a PITA and a half.
Although using Leandro's Poser program (while it still worked, that is), I was able to do a LITTLE bit of manipulating, which is how I was able to have Marcus and Monica embracing at the end of my little Statesman tribute video.
Michelle
aka
Samuraiko/Dark_Respite -
Well, if this does go through, there IS a precedent here:
When 3DO shut down Meridian 59 in 2000, two M59 developers essentially maxed out their credit cards to buy the game and re-released it in 2002, keeping it alive until 2010.
I think that CoH might be a tad to expensive for a similar push... and all the middleware licenses wouldn't transfer.... and there are likely lotsa other issues... but it isn't a TOTAL fantasy -
This burns badly.
My heart goes out to all of Paragon Studios.
All of you did great work. -
Quote:Given the brief time that devs drop by to chat, it isn't much productivity lost. If anything, an argument can be made that this improves your experience in-game:I suppose I just sometimes find myself wondering that if they only did these things like 75% as much as they do now that we might get 25% more improvements on the game. I realize there's no way to quantify that kind of trade-off, but ultimately I'm paying these people for access to a game that I enjoy playing, not because I want to be their "friend" directly.
1) maintaining a connection to the clients helps developers keep a grasp on what participating players see as important and get immediate feedback on processes under development. This can lead to a product that better fits the players' needs.
2) this can serve as a useful and necessary break from the grind. Programmers and artists often encounter things similar to "writer's block" where simply sitting at a desk and staring at a screen isn't going to help them create good material in a timely manner. Several studies have shown that these professionals feel free to get up, walk around, have a change of venue, even play a few rounds of ping-pong, and return to code often have fewer errors introduced into their code while still meeting deadlines as well as those forced to sit and stare at the screen.
In fact, these employees also rate their job satisfaction as higher and their stress levels lower... contributing to less overall costs in the workplace. Attrition is lower in places where job satisfaction is high (recruitment costs money) and the use of unscheduled leave (sickdays) is greater in workplaces that report high stress levels, leading to lost productivity.
3) One frequent point of dissatisfaction that MMO players often have is that the "devs don't listen to us" or "devs don't communicate enough." Novel methods of communication, like a video chat, give visible evidence to players of other dev-silent MMO's that things are different here. This positive value can contribute to a new player's decision to try this game or for a "free" player to convert to a "paying" one. Video is especially valuable for this, as it gives a face and personality much better than a webpage post does- retail companies have known for decades that people are more willing to part with their money when they can relate to the salesperson, and in many ways, the dev & community managers serve that role in the chats. -
Quote:Granted, we may be getting closer to a solution.Yes, two Emps buffing each other are incredibly powerful. Solo, over sixty percent of that powerset is unavailable to them. Kind of sucks to be an Empath when you have no one to team with.
Even allowing support sets to buff themselves at a reduced effectiveness would be enough, however, that's not the overarching theme of this thread. The theme of this thread is that "Cannot Target Self" is a very old design choice that, given the nature of the game and how it's changed in recent years, is archaic and does nothing for playability. I think it'd land in the same general area as the Kheldian flight/teleport lockout Synapse has lifted for I24 (note: please do not say I'm comparing apples to apples here, because I most certainly am not).
We've now seen tech where a power has a different effect depending on whether the target is a friend or foe. If they remove the "target self" limitation, they could theoretically have a different effect for 'friend, foe, or self.' Then you could have empathy buffs that are less effective when used on "self" but better than the 'nothing' we have now. -
Quote:Man, that just sent me down memory lane. I really miss doing the comic guides. I've even tried to start doing them again before every issue since Going Rogue, but never have the time.
(snip) When Chase_Arcanum uses the gag, then the gag has a tremendous groundswell of popular support. When Troy Hickman uses the gag, it has become Canon.
I tried to slip a reference to Troy Hickman in them whenever possible. I'm a huge fan of Common Grounds and (later on) Twilight Guardian and I can honestly say that I never would have tried my hand at writing if it wasn't for Troy. I'm not a writer- in my life I've dealt with software, servers, troubled teens and explosives-- all things that tend to blow up in various ways. I figured any writing endeavor would follow that trend and bomb.
When I met Troy on the boards and realized he was THAT Troy Hickman everything changed. I mean... I realized that if THAT pantsless schlub could write, then *I* certainly could..... -
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I will just say that I'm disappointed in the community.
We've had plant-based stuff for a while, and we've had water blast too, so why did it take the better part of a day after THIS release before I saw gag supergroups like the all-female plant/water supergroup "the garden ho's" ? -
Quote:This is the part that interests me. Perhaps this will help make the prior selections more useful.
Brawl, Boxing, Kick and Cross-Cut all have increased effects based on the number of Fighting pool attacks you own.
I don't find the two attacks useless. Having the extra attacks available in alternate-builds often adds a bit to a support class like a controller or defender when soloing. -
Quote:Ah, you beat me to it. I always try to poke fun at that phrase.A zombie! Aaaaaaaah!
Oh, your subscription expired.
It is a hilarious use of the image, though.
I used to have great fun harassing our HR folk about their poorly-worded "So-and-so has been Terminated" emails. I'd constantly correct them, pointing out that so-and-so's employment was terminated, not the person.
Then they told me to re-read my contract.
O.O
<.<
>.>
So...I'm keeping my head low for now...
....but they're so getting it during our annual "Sexual Harassment Training." -
I just want to express my extreme disappointment at this thread-- everyone providing accurate, technical information. I expect more from all of you.
The correct answer(s) to a forum post of "What info is kept on my hard drive?" should be along the lines of:
"Dude, where's my character?"
or
"Well, there goes Liberty server..."
or
"The FBI will be in touch."
or
"I'm missing my pants. Coincidence?"
This is an online gaming forum, people. There is no room for helpful answers here. -
Do I look forward to new incarnate slots?
no.
I'm enjoying the game much more during my hiatus from iTrials, and even though I think the incarnate solo stuff is enjoyable, I still find creating alts and playing the 'under level 40' game to be more fun for me. The time it takes to unlock a new slot is just too much of my limited playtime taken away from that.
I haven't even bothered to look at what Hybrid does. I really can't bring myself to care. I don't hate incarnate stuff- don't get me wrong- I'm just apathetic to it. -
Quote:1) As we've seen, the martial-artsy secondary isn't a direct port of melee attacks. They included a blend of powers that reflects the thematic "support" elements of a support set. They'd likely require the same forethought and adjustments for the others.Depends on the set. Foot Stomp and Hand Clap, hello?
Still, let the player make the choice if the combo doesn't work. It took them 8 years to adapt a Martial Arts-ey Blaster secondary. I don't feel like waiting another 8 for Dual Blades, SS or StJ. Or Staff or Axe or whatever someone might want. Give us the sets and if they're lame on Blasters, so be it. At least we'd have the option, which we don't now.
.
It doesn't help that with the fact that Blaster secondaries are different from any other archetype's set.... much more different than the minor changes we see in (for example) stalker primaries and secondaries compared to other melee archetypes. That means that developing a blaster secondary only benefits blasters, whereas developing a new defense set can potentially affect several.
2) From a technical standpoint, you'd have two separate weapons for customization (pistols / assault rifle / beam rifle primaries vs dual blade, staff, etc secondaries). I don't think we've seen this before in a set (though i may be mistaken)--- closest thing may be the shield secondary. The UI may not be set to handle custom elements for both- heck, the GAME may not.
3) I disagree with the principle of "make it available and let us decide if its lame." That's a bad development precedent and bound to land them into even more grief with the 'buff Blaster SS NAO" customer cries. You may be satisfied with a gimped-but-at-least-available set, but many others many not. (And then they're also limited by the "cottage rule" on how they fix their gimpy-ness.) Better to wait and do it right. -
Quote:Agreed. Some of the most enjoyment I get from blaster types is due to their mix of ranged and melee. Sure, they have more ranged attacks, but the melee options that are available to them are extremely enjoyable to those that know how to use them judiciously.The problem is, Blasters aren't RANGED ATs, they never were. If they were designed as such they never would have been given melee abilities in the first place.
They are DAMAGE ATs, there is no definition of where that damage is supposed to occur at.
You are welcome to play your Blaster at range if that's how you prefer to play it, but saying that they are a ranged AT is incorrect. -
Quote:IIRC, not only did that giant elephant of an MMO have a development budget that was over 4x CoH's reported cost to bring it to market, but the elephant reported spending that much again in their first year for marketing, advertising, paying frontage fees at game shops, etc.Hell, even the giant elephant of an MMO in the room doesn't do TV ads often. They did a batch a while back, but generally don't bother. 'course, they're already huge and they used actual celebrities for theirs...
When you spend like that, you often HAVE TO go big or go home.
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Remember, when budgeting, both companies looked at the first generation MMO's and saw subscriptions hitting 100,000 to a 600,000 peak.
A small indie studio making its first game on an unknown IP said "if we peak at 100,000 subscribers and stay at this budget we'll be a great financial success!"
A large, established studio with a huge fanbase and established IP said "if we peak at 600,000 subscribers and stay at this budget, we'll be a great financial success!"
Both were right. -
Quote:1: None
- How many characters have you fully incarnated?
- How many characters have you incarnated?
- How many characters have you rolled with the intention of making them Full Incarnates?
- Do you have any characters that you, for whatever reason, are not going to make Incarnates?
2: Two
3: None
4: Virtually all (time constraints, general disinterest in high-level game and easily distracted by alts.)