Combat

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  1. I like the idea of comic book hometowns. This makes thematic sense to me. In reality, I would think of it more like a character's personal comic book, with the ability to invite other players over for crossovers. In this line of thought, the Big City area would be the Justice League, composed of the stories of many heroes, while the smaller areas would be more like Superboy.

    I don't like the way you've proposed stats and loot, because to me that game already exists in many forms. Champions Online has basically every you've suggested, for instance, regarding stats. I don't think stats are thematic to superheroes, at least not in the way proposed. How much Strength does Superman have? What about the Hulk? Spiderman? A more structured game without those stats is both simpler and far more balanced (see early CO). I'm not going to argue about the specific examples, though I do feel that the proposed (1.1% MaxHealth) are basicaly insignificant.

    I also don't really like forcing origin-specific loot on players. Why can't a magical enchantment help Spiderman? Why would the Green Lantern be unable to use a technological device? I also would rather have loot work similar to most enhancements in CoH. However, instead of requiring salvage, I would make them just cost in-game money, because I don't feel that crafting usually makes sense. Why does a level 15 Pulverizing Fisticuffs require a Boresight, a Spiritual Essence, an Unearthed Relic, and a Psionically Charged Brass? Leave the creation to the imagination of the player. Maybe they make it through the accumulated magical knowledge they've collected, or maybe they use their amazing tech skills from the future, or maybe they just naturally have a knack for it. One thing though: Simple items would not require recipes. You shouldn't need a guide to build a level 35 Damage IO, but it makes more sense to need one for a level 50 Armageddon Dam/Acc piece, for example.

    I do like increased usage of temporary powers. I think temp powers are perhaps one of the most thematic parts of a superhero game. How many comics have a story like: Person X gets Power Y? I would emphasize them more than CoH did.
  2. Combat

    Rad Armor/Melee

    Quote:
    Originally Posted by Mad Grim View Post
    Wow, Rad Armor looks fairly OP.

    Then I remembered that was the tanker version, so it seems fine.
    If built right, using the new power pools, it could be built to be very OP.

    For instance, I using an Excel version of Mids, and I got a Brute that could do some crazy things. His resistances were:

    Without Meltdown (fast Godmode with very small crash): 72.6% S/L, 70.6% F, 48.5 C, 41 N%, 61.8% E, 39% P, 81.5% T.

    With Meltdown (downtime of 60s) - capped S/L/E/F/T, 72.5% C, 65% N, 63.1% P.

    Additionally, he also would have Unleash Potential from the Force of Will pool, which would cap his defenses. Combine that with Demonic Aura and Barrier, and he's basically always capped to something.

    Additionally, I figured that he would get 300 DPS without accounting for Hybrid. Helps that he gets a constant 30% -resistance from various sources. He has 174% recharge without accounting for Unleash Potential, recovers up to 271 HPS, and has enough recovery to never worry about endurance.

    So yes, as is it would be a little OP.
  3. Quote:
    Originally Posted by JayboH View Post
    Yeah I think you can only use those once an hour, no? My VIP one is like that anyway.
    Only use the ones from the store, and claim them one at a time. The temporary power will disappear, and claiming another will instantly respawn it.
  4. Quote:
    Originally Posted by Arcanaville View Post
    Depends on what you mean by "similar." What I was talking about was reproducing, in effect, every aspect of every power and every enhancement currently in the game. Its not necessary to do that in the same way as the game engine, but if you're not reproducing the CoH engine precisely, you're just making a different game, which was not what I was talking about.

    Consider everything that happens when I activate an attack. Do I have something targeted. Is that thing a valid target for the power. Do I have enough endurance to activate the attack. Am I currently rooted. Does the attack require the target to be near the ground. Does the attack autohit that type of target. What is my base tohit verses that target. What are my net tohit buffs and debuffs. What's the highest net defense of the target applicable to the attack's attack types. What's the accuracy of the attack. What's my net tohit. Does my tohit roll fall below the tohit threshold. What are the attack's effects. For each effect, does it affect the caster or the target. Does the effect have target conditionals. Is the target within the outer radius limit of the effect. Is the target outside the inner radius limit of the effect. What attribute does it affect. What aspect of that attribute does it affect. Are there combat modifiers (level differences) in play. Is the effect immune to combat modifiers. What kind of effect is it: is it a Magnitude or Duration effect. What's its scale value. Is it an expression based magnitude effect. What does its magnitude expression evaluate to. What is its effect modifier at this level for the caster's archetype. Does the effect have a chance to occur. Does the effect have a duration. Should we resolve the effect immediately or should it be delayed. Does it have a period. Does the target have resistances to this effect. Is the effect unresistable. Does caster strength affect the effect. Is the attack itself immune to such strength. Does the effect create an entity. Does the effect grant a power. Does the target currently have an effect identical to this one cast by the same caster? Does the effect stack from the same caster. Does the target currently have an effect identical to this one cast by any caster. Does the effect have a stacking limit. Is the current number of identical effects under the stacking limit.

    None of these things are things you can handwave away, and still have a game that functions like City of Heroes.

    Actually, I feel the really difficult things to simulate would be things other than the combat engine. I think we know enough about that engine to logically recreate a functionally similar entity. But even a combat-centric game like CoH has huge amount of extra systems that also need to work right, and I think that the potential for difficulty is way higher for those other systems. I personally have no idea what the difference is between Pet AI and mob AI, and the coding that goes into that (except that you are responsible for mobs dealing twice as much damage through AI tweaks).
  5. Quote:
    Originally Posted by MisterD View Post
    BioArmour!

    My spines bio was soo brokenly insane. With the 2 ato sets, even more so! I loved the first stalker set, but really thought it made stalkers to much like scrappers. Well..the 2nd scrappa ato fixed that! With bells on! Makes scrappers into super scrappers!

    As an aside..I think spines bio is like..the best ciombo for the set. With the atos you get the +crit chance (of 3/6%) then the 50% for the next few attacks. Great thing is..it tells you when it goes off, and it goes off a LOT.
    This is when the 2 damage auras shine, because even if you dont have an attack Q;d, or miss with the next..you have those 2 damage auras ticcing like made, and ALSO getting that +50% crit. I seriously see a wall of crits!
    Where did you get the second ATOs? I never found a place they existed, other than the market, and even then I couldn't get a proc.

    I also made a Spines/Bio Scrapper, though I probably had different intentions than you. My intention was to see if the fast-snipe change helped Spines in the single target department enough, and I did manage to beat down a level 54 Chimera. Basically, my build plan was recharge, resists, and enough defense to softcap with Shadow Meld, and I constantly used offensive mode for the extra ToHit so that Moonbeam could always fast fire.

    Would have been interesting to see what impact the second scrapper set would have.

    Anyway, I have a little beta trick: Buy lots and lots of Precise and Protected Dual Inspirations. Essentially popping 10 Precise inspirations and 2 or 3 Protected inspirations will be enough to cap damage and softcap defenses for a mission, because they last for 5 minutes. Combine with 4X Exp from patrol and Double Exp, and it makes leveling super easy.
  6. Quote:
    Originally Posted by Bananas View Post

    (The reason why the screenshots are zoomed out is to make it easier to dodge any sudden PvP attacks.)
    That is the minimum I ever zoom in. The first thing I do when I enter the game with a new character is scroll back with the mouse. I can't stand how close the default feels; it makes me feel like I'm pressed up behind my character (or should I say, my character's behind).

    Also, I like being able to see around me.
  7. Quote:
    Originally Posted by Starsman View Post
    I think MMOs as we know them will fade out over the next couple of decades (yes it will be slow.)

    The entire process of server hosting is insanely expensive and it's only done because it's thought that it's required to secure control and a profit stream.

    As I mentioned earlier: mobile games have demonstrated there is a LOT of money to be made without controlling where the player plays.
    For now, I think MMOs will see a slow death. However, I definitely think they'll be with us in the future, and will be very popular again once we get the right technology. Simply put, I don't think we really have the tools to create a fully immersive virtual world, and that hurts MMOs. Right now, we are stuck in an infancy stage, connected to our keyboards and mouse and playing in a clearly pixelated environment. Remove those limitations, and MMOs will have a bright future.
  8. In some ways, I think it is easier to create a similar system, with possibly changed under-the-hood mechanics, than it would be to reverse engineer the CoH engine. I think part of the problem Arcanaville is stating is that the game engine is inherently complex to decode.

    However, a coder doesn't have to worry necessarily about the complexity of the system. For instance it may be almost impossible to determine what the net effect of a power is, but that doesn't mean it is impossible to code. If we simply add parts to the machine, and those parts interact, then the machine grows exponentially more complex but did not necessarily take exponentially more work to create.

    For instance, take a function y = x. Simple and easy to calculate. Now say we wanted it to be slightly more complex, and made it y = e^(x).

    Continuing to increase the complexity:

    y = e^(sin(x)
    y = e^(sin(x^2)))
    y = e^(sin(x^2))/hyptan(x))

    etc. Already we have a very difficult function to predict. And this is just a simple function of x and y. If I gave someone a graph of the function the function, it would hard for them to deduce the formula I used to create it.

    However, if I told someone the function, they could easily tell me what it would do by plotting it out. Alternatively, if I told someone I wanted a graph that alternated between 2.6 and .42, with increasingly fast periods and a vertical asymptote at 0, they could create something that would resemble the function I described. It might have small differences (such as those produced in the games timing systems), but ultimately the functions will have a rough similarity that may be enough to fool a person into thinking they are the same graph.

    Basically, what I'm saying is that completely recreating CoH's engine with perfect accuracy is a project that could easily take 5000+ hours. However, creating a engine that produces similar results might not take the same amount of time. For instance, such an engine might not have the desynchronization that this engine's clocks have.

    I'm not saying that the work required to create such an engine would be unsubstantial, but it is entirely possible that it could be easier to code than the alternative. I'm not a programmer, but my limited understanding tells me that the simplest of the game's mechanics (Damage, resists, defense, healing) could be simply reproduced.

    What I would worry about would be AI, the enhancement system, and oddities of the current system. I'm not talking about instantly recharging powers or chaining, but instead things like the fact that resists and damage are tied together. Of course, a new game engine could possibly change that, and allow damage enhancements to be slotted into Assault and other sort of things that aren't allowable with the current system.

    Essentially, I'm saying that coding the simple parts of the system would not necessarily be hard to do. However, trying to make sure that the same oddities are present, such as the desynchronized clock and the various oddities tied with the way the game considers several differing things to be the same effect.
  9. Yep, it seems to be Thai (according to Google translate, anyway). Surprisingly, it didn't come out of that translator incredibly mangled:

    Quote:
    I would not know, then it's game City of Heroes Surfing America. Power will be shut down soon. I know it's not. There are a number of other players around the world. Do not want to shut the game down. There are reports that City of Heroes players worldwide more than 5000 people have sent a message to NC Soft, a provider agency game. NC Soft is a way to open the game. City of Heroes game, not to be lost from the memory of them is also a reunion of the players in the game is a lot of demand for this game, shut up. The band spent over two hours with this video has been recorded with a Paragon Studio, which is the game in North America.
  10. I remember some of my favorite memories came from the STF (I will never it call the Ms. Liberty TF). It was never as difficult as the RSF, but it had its moments, especially in the last mission. Often times teams feel that double or triple-pulling AVs is a sure-fire teamwipe on the last mission, but that doesn't have to be the case.

    I remember a specific TF particularly well. The team first tried to pull Scirocco, but ended up getting Ghost Widow as well. After they killed the squishies, I managed to get the aggro of Ghost Widow, and led her away from the team. For a while, I was damaging her more than the team was damaging their AV (though of course, they had to respawn several times due to dying). Eventually, I used my Lore pets to try and beat her before the team could take out Scirocco, and I almost succeeded. She was at 25% when she killed off my Lore pets, and I only managed to take off another 5-10% before the team finished.

    And then they proceeded to do the same thing with Mako and Black Scorpion. This time I took Scorpion, and did the same thing to him that I did to Ghost Widow. And I always have had fun on fighting the Arachnos Flier with a Dark Melee character, because the tentacles are enormous!

    Finally, we fought Lord Recluse. After dealing with the red pylon (I think), LR managed to kill the tank. Before he could do his super-fast teamwipe, I jumped in front of him and started wailing away. I didn't do much damage to him, but I did manage to distract him for two or three minutes while the team defeated another pylon and the Tank respawned.

    Anyway, that is my crowning moment of awesome that actually had a story. Most of the AVs and GMs were just long, annoying fights that I did mainly for the achievement aspect of it (I may be the only person to complete Portal Jockey solo, against +4 AVs). Of course, I'm far less likely to tell people about the embarrassing things that have happened to me in the game.
  11. Solo, sub-1:00:00, MoITF on two characters.

    Soloed the following on my DM/SD:

    Adamastor
    Babbage
    Kraken
    Kronos Class Titan
    Eochai
    Jack in Irons
    Paladin
    Winter Lord

    Missing only Lusca and Jurassik, mainly because it is a pain to fight Lusca and a pain to find Jurassik. Lusca takes FOREVER! I started once and got fed up after taking down 3 or 4 tentacles. Additionally, I've faced the following AVs, though not all were +4:

    Anti-Matter, Arbiter Sands, Barracuda, Battle Maiden, Bile, Black Scorpion, Black Swan, Bobcat, Captain Mako, Chimera, Countess Crey, Diabolique, Dra'gon, Dreck, Ghost Widow (hard), Gyrfalcon, Ice Mistral, Infernal, Jade Spider, Lord Recluse, Magus Mu'Drakhan, Malaise, Marauder, Nemesis, Neuron, Nightstar, Requiem, Romulus Augustus, Schadenfreude, Scirocco, Shadow Spider, Shadowhunter, Siege, Silver Mantis, Psychic Clockwork King, The Honoree, Tyrant, Vanessa DeVore, and Wretch.

    I've tried to solo most of the major level 50 TFs with him. I've had the most success with the ITF and the Reichsman TF. Before the HO nerf, I was working on a solo +4 MoITF.


    On villain-side, my other character (TW/Elec) has beaten Caleb, Deathsurge, and the Ghost of Scrapyard. I haven't switched either character over to the other side, so they haven't got the chance to fight other GMs. With careful inspiration usage, he probably could do the LRSF (I've been the last one remaining on a team wipe, and managed to kill two Heroes before the team respawned), though I never tried to solo it with him.
  12. That isn't the best case scenario. The best case scenario is that we get the game back, play through I24, 25, 26, etc. until we've beaten the last of the Battalion, unlocked the Omega slot, etc., and then we get the announcement that CoH2 is ready, and don't worry, it lets people export their characters. And it looks amazing. And it has everything we want. It has ponies. And Carp Melee.

    That's my best case scenario.
  13. I admit, I really want to play a Radiation/Radiation/Experimentation Brute. Capped resists, check. High AoE, check. High single target (4.272 DS on Devastating Blow!), check. Self heal, double check (radioactive Siphon Life and a PBAoE heal). Tons and tons of -resist procs. Various ways to get +Recharge. And would all be thematic.

    Man, those new sets ALL have me salivating. Wind Control makes me want to finally get a controller to 50. Savage Melee looks crazy. Psionic Melee looks great. And all the theme power pools look amazing (I would spend money on each even knowing I could only use one per character).

    Can't believe we'll never get to see these powers come to life. They make me want to open up Mids so much.
  14. Combat

    Confessions

    One more confession from me:

    I have NEVER completed a Master Of badge on a team. Literally every one I've ever gotten has been solo (starting with two MoITFs, both completed in under an hour by different characters).

    Oh, and if I really tried, I probably could try a Master Of badge on the final TFs. I've never managed to do them without a death though.

    So yeah, my favorite thing to do in the game is to plan out a build, and solo stuff made for groups and leagues. Especially on characters without buffs and debuffs (yes, I know a Robots/Traps MM can do everything my TW/Elec can do, and more, but it feels like more of an achievement if I do it without the games most abusable system).
  15. Combat

    Confessions

    I play without sound off, with exactly one exception. When I create a new character, the sound is on. And I sing to the Atlas Park theme...

    Dun-DUN-Dun-dun-Du-Du-Du-DUN!

    That is all. One of the most nostalgic themes I've heard in a video game (seriously, I think that theme is partially responsible for altoholism).
  16. Quote:
    Originally Posted by Mad Grim View Post
    The thing about the community is that it'll probably get better. Games that encourage teaming and helping eachother out tend to enourage a better community as well. The game just launched though, so the general rabble of teenagers who just learned what curse words are will dominate the forums and the chat. Once those players grow up, and more mature players take residence, it'll get better.

    Probably.

    Or it could turn out like WoW and be terrible forever. I'm not exactly a psychic, but my guess is that it'll get better.
    That is why I am willing to wait and see. I have faith that they might turn out better than I am seeing right now.
  17. Quote:
    Originally Posted by Feycat View Post
    I really don't think you're understanding the shared loot thing though. EVERY MMO lets you share loot and xp when your'e on a team - COH didn't innovate anything when it comes to that. GW2 lets you do it with people you're NOT teamed with, which no one else does.
    Well, actually some encounters in CoH were similar. For instance, the winter event that let teams of strangers fight a GM for the same reward, access to the Winter Realm. It isn't technically the same or to the same level, sharing a reward with non-teammates did exist, especially for badges and the like.

    Again, this isn't a knock against GW. City of Heroes was the most innovative MMO on the market for 8 years, and it is good that some of the things they started or brought into the game are finally gaining wider acceptance (and improvement). However, my limited experience with the community of GW2 is that it isn't comparable to CoH's, and that is a big negative. Every thread I've seen, on this forum and others, has turned fans of the game incredibly defensive and nasty in a short amount of time. I've their forums, and they seem to be typical MMO forums, or in other words, bad.

    In a year or two, after we've saved CoH (in some form), I might care enough to look at GW2 again and see if the things I dislike have been changed or the community has gotten better. They have a lot of positives, and seem to be actually innovative on a lot of levels.
  18. From this thread, I will not be going to GW. It apparently completely lacks something that I have been lucky to have from CoH, and I don't think that I'll be able to make that transition.
  19. 1. As a playerbase, we are older and more mature than the players of most MMOs. The common image of a twelve year old at a computer actually has some truth, whereas it wouldn't surprise me if the average age of those playing CoH was closer to 30.

    2. We come from common backgrounds. The niche of this game tended to attract certain groups of people that already have strong communities, such as comic book fans. This gave the playerbase a connection that most MMOs lack.

    3. Very little in the game forces players to compete, so we don't have any reason to hate our fellow player. In another MMO, players are trained to constantly compete, whether it is over enemies needed for a quest, for loot, or for access to the game's raiding community. And that isn't even talking about PvP. Because most interactions were cooperative, rather than competitive, the games community was generally more friendly.

    4. The developers encouraged a positive environment by constantly interacting with the players in a positive manner. In the other MMOs I've played, it basically felt like that players were abandoned to their own devices and that the developers honestly didn't care what they thought.

    5. We had WAY more tools to socialize with. In other MMOs, it often much harder to even communicate with other players, let alone form a community. You can't team up with lower levels, so the playerbase was naturally more divided by character progress, and many of the chat options we have simply didn't exist. If a person was playing on a different server they basically didn't exist, and oftentimes the teaming functions were harder to use. Even playing a certain game with ~10 million players, I often felt lonely because of how limited the chat features were (and how horrible the community was on the forums).

    So basically, we are a group of more mature gamers that generally are cooperative, already have common connections, and are constantly able to talk with each other and the development team. How couldn't we be different?
  20. Combat

    The Last Day

    Back to the wall, surrounded by enemies, in the middle of my final attack. Live like a scrapper, die like a scrapper.
  21. It would not affect me. In fact, it might be rather fun to start the game fresh. Kind of like starting over with game at I23 or I24. I might be persuaded to play one of the ATs I typically have avoided if more of the playerbase were present in the lower levels.
  22. Right now, I think ~7. But if they enable 2XP, I'm going to try and get one of every AT. Missing Tankers, Controllers, Blasters, Kheldians, VEATs, Dominators, Corrupters, and Stalkers.

    Okay, maybe not one of each. But at least a couple more.
  23. Quote:
    Originally Posted by Light_Petting_EU View Post
    with a big red ball
    I'm pretty sure we already have a Big Red Ball. Ask Golden Girl about it.
  24. Clearly, the community wants to save the game. I'd just like to get some sense of what we think are the real difficulties. On a scale of one to ten, where would you rank the following, in terms of difficulty?
    • A. Getting Valve to buy the IP, rehire the studio, and proceed as normal
    • b. The same as the above, but with some other major publishing company
    • C. Buying the IP though crowd-sourcing, running the game with a community effort
    • D. Getting Paragon Studios to independently publish the game (and acquire the IP)
    • E. Convincing some large company to create a similar game
    • F. Convincing some large company to produce a direct spiritual descendant with the help of our devs
    • G. Same as E, but with an independent Paragon publishing agency instead
    • H. Same as F, but with an independent Paragon publishing agency instead
    • I. Continuing the game through private servers and emulators
    • J. Other (please explain)

    For example:

    A. 9
    B. 8
    C. 6
    D. 10
    E. 4
    F. 7
    G. 5
    H. 6
    I. 10+ (legal reasons)
    J. - (No speculation on other ideas for now)

    I just want to get a sense of the community's feelings. Ultimately, I believe that one of those will happen, but I want to be realistic about our odds.
  25. Combat

    Not Goodbye

    Quote:
    Originally Posted by Arcanaville View Post

    *And then* resistance buffs like all buffs normally have a duration. But damage doesn't. And now we know what happens when you give damage a duration, but no activation period. The game tries to apply the heal as fast as possible, constantly during the duration. Which is about eight times per second.
    Let me guess, the actual number of repetitions per second is closer to 7.576 times per second. In other words, Arcanatime. Right?

    Was this discovered before or after the server ticks were observed in animation? If before, it would have given us a different way to measure it (record for 1000s of Indomitable Will with the bug, check number of repetitions).

    As far as "favorite bug," two words: Knockback.

    Back in the day, you could do some crazy things. Like 6-slot a knockback heavy power only for knockback, back when 6-slotting was worth it. Knockback scaled wonderfully if you were a level 50. A good /Energy blaster could almost knock a Hellion out of Atlas. Man, I was sad to see that fixed.

    I also loved the fact that citizens would follow a flying hero "forever" in order to give them their reward for saving them. As a joke, I gathered about 50-100 of them one time. That was fixed because players could use it to grief other players by making it impossible to get near Ms. Liberty.