CoyoteShaman

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  1. Quote:
    Originally Posted by DMystic View Post
    ZOMG!!!!the User Interface is attacking!!!!!!!!!!Run for your lives!!!!

    We're all doomed!!!

    DOOOOOOOOM!!!!

    (Sorry but UI and AI are very different things and I felt I had to do this.)
    You really did. I fat-finger a ton of stuff but twice??? In one post??? Sheesh.
  2. Quote:
    Originally Posted by Lothic View Post
    While I think the idea of having access to your other characters directly as fully functional pets might be a bit overpowered and unbalanced it did give me an idea for a similar suggestion that might be a bit more doable:

    Allow for a pet that's pretty much exactly like the 36 month Vet pets (i.e. holograms with no in-game abilities) but allow us to create their appearance using the costume creator. The net effect is the ability to have a "sidekick" that follows us around like the Vet pets do but it'd look like anything we wanted it to look like.

    I think that would make for an awesome future Vet award.
    I'd be happy with a vet reward pet that actually wouldn't die when someone sneezes.
  3. Quote:
    Originally Posted by Sardan View Post
    I can't stand that I can't give inspirations to teammates of the opposing faction.
    That really is simply ridiculous.
  4. While it is both a cool idea for RP purposes and a very good idea for the economy (although the gravitation upwards would be worse for the economy so that part would have to be considered), as are all things that are actually good for the economy in the long run, this would require a huge amount of "political will" and would alienate those players who don't understand the applicability of supply and demand to monetary policy (read: 99% of the adult population of the world). I'm afraid this would be untenable.

    Robin
  5. Quote:
    Originally Posted by Forbin_Project View Post
    I'm curious to see how they are going to handle the economy when GR goes live. While we will see heroes becoming villains, will it be enough to compensate for the number of villains that head heroside. A lot of players on have villains because they like the AT's, they aren't really fond of the redside content.

    Of course that assumes the devs don't have any changes in plan for the economy.
    On those points our thoughts are in line. I know I have a bunch of red-siders that'll be going blue and very few blue-siders that are going red.

    I would like to see the devs overhaul the economy in some drastic way but I'm pretty sure that's incredibly unlikely. They keep making minor changes by adding new forms of currency, none of which are easily interchanged, which keeps aggravating the problem. I'm really starting to think someone needs to send posi to read www.mises.org...

    Robin
  6. Quote:
    Originally Posted by StratoNexus View Post
    Why should they be unable to compete in damage dealing?
    Why are people so afraid of defenders dealing less damage than scrappers/blasters instead of significantly less damage?
    Will it hinder a defenders primary role or destroy the basic playtsyle of the defender if we gave them a 23% increase in base damage?
    Because they're not damage dealers. It's a secondary role. I'm not saying they shouldn't be able to do damage nor am I saying shouldn't be able to do more damage than they currently can. I'm just saying they should never do enough damage to where people would have to chose between blasters/scrappers and defenders when they want to play a damage dealer. Right now if someone wants to play a mitigator/multiplier, defenders have to compete with controllers and controllers win that competition. You could give defenders a 75% increase in base damage and it wouldn't hinder their primary role. It would, however, make them a valid competition for blasters/scrappers which they should not be. Not because it would be bad for defenders but because it would be bad for blasters/scrappers and we already have enough damage dealers in the game.


    Quote:
    Originally Posted by StratoNexus View Post
    They are, as you state above, already the best in their primary role. They already "break" the game performing their primary role. I'd be very hesitant about asking the devs to look at buff/debuffs (unless I wanted them reduced in some way, in which case I'd be a bit vocal about it).
    That was my point: you can't expect either increased power or an inherent to buff their power on defenders because when it comes to their primary role they already rock the house in a huge way. The problem, as I said, isn't their primary role.


    Quote:
    Originally Posted by StratoNexus View Post
    Again, I believe the current secondary role of blasting can be made more attractive and effective without any fear of making defenders overpowered.
    There is a huge difference between wanting to not make the AT overpowered and wanting to not make the AT have to compete with a whole different AT. Right now they're competing with controllers. Making them compete with both controllers and blasters will not help, unless you're suggesting that the defender AT in general would be benefited by being considered even more to be a cross between a controller and a blaster. Conaster, anyone? No? No takers? Yeah, me neither.

    Robin
  7. Quote:
    Originally Posted by Forbin_Project View Post
    So you want some evidence that the devs intended the characters to be distinct and seperate from each other. Ok.

    1. You can't log onto more than one character at a time on your account.

    2. The game is 5 years old and there is no global bank. They've had plenty of time to design and implement one if they had wanted to.


    But you go ahead and believe whatever you want.
    The fact that you believe your inductive reasoning constitues evidence suggests this is just a waste of time, but I'll try to explain a small bit of reality:

    1. There are very, very few client/server applications that will allow you to log into the same account more than once at a time. This is for security reasons and has nothing to do with separation of internal instances. Inducing from "can't log in to the same account more than once at a time" to "characters are supposed to be distinct" is irrational at best.

    2. There are global banks. There are several of them. Some of them are even shared between multiple characters. The accounts to which those characters belong are irrelevent to that sharing. The fact that those banks do not store inf is irrelevent to that sharing. The Vault is a global bank. All SG Base storage facilities are global banks. These things have been implemented after the game existed for quite some time. Power customization did not exist for five years of the game but obviously one cannot logically follow from "has not existed" to "the devs specifically don't want this to ever exist".

    Perhaps if you take a small bit of time and check the difference between inductive and deductive reasoning, you will find that you've presented no evidence to support your arguments. Again I ask: is there anything any dev or other red name that currently works for the company has ever said on the record that explicitly states policy prohibits characters from sharing resources?

    Robin
  8. Quote:
    Originally Posted by Sharker_Quint View Post
    first off, having a bank in the sg wouldn't help matters only make them worse. all it takes is one person to ruin it. secondly, no matter how much in your own mind your toons know each other they actually do not. the devs have stated before that all toons are separate entities even if from the same account and as such should be self sufficient.

    money can be made hand over fist over foot over toe in this game. the answers are simple, find a sg mate or friend or spouse to help transfer or start a second account or go buy what you need withthe toon that has the money, make the item and store it in the sg base for the other toon to grab.
    My my, such vehemence. So sorry to have offended you.

    Just because you let any schmoe into your SGs doesn't mean that would be a problem for others. Be more careful if you think that's a problem. Or don't use what's available. Again, not wanting an option just because you wouldn't want to use it is dictatorial and has no place in a game that is supposed to just be fun. It would not harm those who either didn't use it or those who were careful about their SG mates. Do you already have these problems you claim will destroy things with your inspiration banks or your enhancement or salvage banks? If you do, then you really need to start winnowing your SG. There's a reason they log in/out: so you know who's contributing and who's leaching.

    As to characters knowing each other in my own mind... well duh. The characters don't exist except in the minds of the players. What exists on the servers and on our clients are merely digital representations of our own imaginations. What the developers have meant by the characters being distinct, unless you can show me some specific notation from a dev to the contrary, is in my opinion merely for powers and such. If they actually wanted all characters everywhere to be separate, then SGs and SG bases wouldn't exist, would they? If you're suggesting that I am saying they should make account based fund pools, then you should re-read my post. I think that would make no sense thematically. I think they should make SG based fund pools. They already have them after a fashion: buy a really high-inf enhancement, put it in the enhancement storage, let someone else take it out and sell it. There's a loss on the deal, however, that makes no sense thematically. What does make sense thematically is an SG co-op, so to speak.

    On the other hand, I agree that inf is not a problem that should get in the way of anyone having anything they want. Buy a few cheap common recipes, go to a store, sell them for a huge profit, rinse, repeat. And that's just the quick/small way. If you really want to make massive cash then build-build-build, sell-sell-sell! But that's not the point. At least it's not my point. My point is that some people would like to be able to share funds amongst their SGs, which is completely keeping within the theme already shown by the current storage facilities available. I also think there should be recipe storage after the same fashion, but that's for another thread.

    Robin
  9. Yikes! Are you suggesting the devs get into the RTM, or whatever it's called, business of selling influence for real-word money? Please NO! That completely turns the market into the rich man's world. People with more real-world money wind up driving up the prices of everything so poorer folk can't get anything.
  10. I'm made to think of the old truism: Give an inch and they'll take a mile.

    There are multiple currency sets in this game on purpose. They interact in specific ways and are balanced very carefully. In the case of salvage I'd say they're balanced very poorly (the whole idea of supply and demand seems to have escaped the notice of the devs when defining rarity) but those imbalances that do exist are a large part of why people think there are problems. The problems aren't with the currency, they're with the goods.

    Keep in mind that all currencies also follow the laws of supply and demand. If you increase the quantity of merits (by making them easier to get) you decrease the value per merit. That's called inflation and it can be seen in the market for "common" salvage.

    Robin
  11. Quote:
    Originally Posted by Lothic View Post
    Beyond that characters have no in-game connection to each other at all.
    Please forgive me for being picky, but you're missing the word "intrinsic" here. Many people have many characters with in-game thematic or storyline connections. This is not to suggest that your point isn't valid as I agree it most certainly is (except for the part about the code, that's related to OOP v. functional programming and the implementation of custom data types in a native platform is rife with memory leak threats which is why they always use native data types whenever possible, and especially primitives such as int32s and uint32s).
  12. I had identical septuplet mutant sisters on one server. Most of my villains are related or are apprentices of my first 50 villain (or are undead/demons raised/summoned by her). All of my heroes all belong to the same, private SG. I think it's ridiculous to assume they don't know each other or wouldn't help each other out if they were rich enough to do so.

    I think SGs should have banks where people could store inf for other SG mates to borrow or whatever. It's silly that they can have enh banks but not inf banks.

    And yes, I know the devs don't want that, or have said they don't want that in the past. Don't care. Still silly. Still hope they change their minds.

    On the other hand, I do agree that an email inf transfer system doesn't make thematic sense. Maybe they should implement a Western Union (tm).
  13. ED is bad enough as it is. I'd pay good money to get the whole ED thing to go away altogether. I'm certainly not going to ask them to make more of it.

    If you want to diversify your build, go for it. What you're suggesting isn't an ability or a choice because you already can do that. What you're suggesting is that the devs force your desire on every other player. That's most certainly not a good thing. Players need more choices for play-style and character builds, not less.

    I'm sorry if this sounds vehement or personal. It's not directed at you, but at ED. ED is the only decision/"feature" implemented by the devs since I started playing that I've actually gotten angry about. There have been a couple that I haven't liked, but only ED has actually made me mad.

    Robin
  14. Quote:
    Originally Posted by Samuel_Tow View Post
    Now, I could go into Scrapper Criticals vs. Stalker criticals, but that's a topic for another thread.
    I was thinking the same thing.

    On the gauntlet "flash": this is something that has crossed my mind while playing the few tanks I've played. When you do a Taunt, the eyes of the enemies taunted get that little flash like they're noticing you and glaring at you for a brief moment. If that happened when Gauntlet did its taunt, that would go a very long ways to make me like it more. It would add a literal flashiness to the inherent and also make it much more obvious to the user how much it's helping. That's why they added "dodged" and "deflected" notes when something doesn't land: they wanted bubblers and SR scraps to get more noticeable use from their powers without changing the actual powers.

    Would that be enough? I have no idea. I've already voiced my lack of opinion due to lack of experience. But it would at least be something.

    Robin
  15. You may be guessing but it's a damn likely guess. I know if I was on the team that's exactly how my conversations would go.
  16. Does anyone know why there isn't something (anything) at level 40 for costuming like there is at 20 and 30? Is it just that they haven't thought of anything good to put in there?

    Robin
  17. They made new animations for flight and I've never once seen them being used. I know people use them, but I've never seen it. That tells me they're not used very often. They exist solely for people who have flight (a subset of players) who don't just want to get there faster but want to get there in a way they think looks good (a smaller subset of players). Yet those animations were made. How many are there? I have no idea. But if being a non-utilitarian animation desired by a small subset of players is a reason for not building them, then I'm pretty confused as to how the flight emotes ever came into being.

    As to the use of a self-debuff for implementation, I'd have to say I have no opinion on that. Sounds like it could work, but I don't know if there's not an easier way that just hasn't been put in the game. The emotes alone could include x/y movement, for all I know, and therefore you wouldn't need a debuff.

    As to the need for turning: there's no turning in the run or sprint animation. You just turn. You don't lean into the turn, you don't flex your hips or shoulders to adjust for the turn, you don't move your arms towards the angle of incidence, you just turn your facing. It's the same when you are standing still and you turn. There is a different animation for strafing and running backwards, but not for turns. I count four animations: move forward, move backward, strafe left, strafe right. It's possible that strafe left backwards and strafe right backwards would also have to be included, but I'm not sure. I'm not sure any of the strafing animations would be needed at first anyway. Those could be added if it was found that more people were using them.

    I like the idea of having walking as an option. We can freakin' swim in a 2-D environment, but we can't meander??? Come on already.

    Robin
  18. Any change to vigilance will, I expect, achieve one of two results:

    1) players will still think it's not good enough because they will still feel the AT is "underperforming" or is "underrepresented".
    2) players will realize the fact that the AT is "underperforming" or is "underrepresented" has nothing to do with the inherent but instead to do with the relationship between the defender and his/her role.

    In the first case, they'll come up with something else eventually and the process will repeat itself until the second case is finally achieved. At that point they'll start actually looking at why the defender is not making the showing they could.

    The "why" of it, in my opinion, is this:

    The defender serves two roles, the first being mitigation/multiplication and the second being damage. They have one power set for each role. Their primary power set is the best for their primary role, their secondary power set is paltry for their secondary role. In the defender's secondary role they can't (and shouldn't be able to) compete at all with those ATs that have damage as their primary role. The problem that needs to be addressed lies in their primary role. The controller has two power sets devoted to mitigation/multiplication. All control primary effects are mitigation (whether that's their main purpose or not, their primary effect does cause mitigation) and a number of the secondary effects either cause more mitigation or multiplication. And then they get a slightly reduced mimic of the defender primaries as their secondaries. When taken as a whole, the controller makes a much, much better mitigation/mulitplication specialist than the defender. Therefore the defender is relatively very weak in their secondary role and relatively slightly weak in their primary role. Other than a desire for a specific theme, why would people ever play a defender?

    There are two possible ways to fix this that I've been able to see:

    1) change the relationship between the AT and its primary role.
    2) change the secondary role entirely.

    Short of getting rid of the primary competition for mitigation/multiplication (i.e. controllers), there's no way to make defenders the singular, undeniable rulers of that role while still maintaining any semblance of power balance. Since getting rid of controllers would be even worse, IMO, than mangling defender balance, I would think option two would be the way to go.

    While considering changes to the secondary role of the AT, one should keep in mind that the reason for needing this change is that the AT is in competition with two others. None of the other ATs really compete on two fronts like that. Whatever their new secondary role is it should not repeat that mistake by making them compete with another AT for that secondary role, or at the very least their secondary role should not compete with another AT's primary role.

    That's my addition to the "food for thought" element of this thread.

    Robin
  19. Quote:
    Originally Posted by Gilfred View Post
    Let's say you have the following. Unless things have changed a well built Fire/Kin controller could easily defeat enemies spawned for a large team. A level 50 Fire/Kin controller, also the Fire/Kin can handle the mission for a team of eight. Next the level 50 gets 7 level 1 sk'ds them. Since they can be anywhere they could stay at Atlas Park and gain xp.
    It sounds to me like someone is not understanding something, though. Either you've misunderstood a very important thing or I'm misunderstanding what you wrote in this paragraph. At no time does anyone get xp from any kills that happen while they're not in the same zone, or if while not in a door mish then while they're not within a certain fairly small radius. The only time they could "stay in Atlas Park and gain xp" is if it was a street mish in Atlas Park which means it would not belong to the lvl 50, it would belong to one of the lvl 1s which in turn means the lvl 50 is now fighting at lvl 1, not the other way around. That assumes the mission is set. If the mission is not set then the lvl 1s will be fighting at 49 and nobody will get any xp because they'll be fighting -43s at the highest.

    Can they door sit? Sure. But they still have be in the mish/zone.
  20. Quote:
    Originally Posted by Rodion View Post
    I don't think tanks really need any more beefing up. They already get a second and third inherent -- they're called "tons of hit points" and "the best defenses."
    Okay while I agree with your points and your opinions in your post, I have to contend the part I quoted. That's like calling a controllers control an inherent or blasters blasts an inherent. Tanks don't have more hit points than their "high" hit points would indicate they should and there are no defenses that they have for which they don't have to take powers. One doesn't refer to scrappers having the best damage as being an inherent. If one assumes that kind of inherent then we might as well do away with all the inherents which puts us back where we started (except for scrappers which, IIRC, is why they gave all the other ATs inherents as well).

    Again, that doesn't remotely invalidate your point and I wasn't arguing against it as I do agree with it. I'm merely making sure an inherent flaw in the logic doesn't detract from the actual strength of the primary point.

    Robin
  21. CoyoteShaman

    Fix Group Flight

    Quote:
    Originally Posted by MaestroMavius View Post
    With the upcoming change allowing Mastermind pets to zone with you, I've considered actually getting group fly for my cadre of cannibals.

    I'd never use it in combat though...

    My only fear is that they'll constantly fall out of it. In my 4 and 1/2 years of playing I've taken fly on virtually all my toons. Not once have I thought about taking GF.

    Come to think of it, I'm not sure I've EVER seen it used...

    Lets see a show of hands if you've even used it!
    I was on a task force once where a defender had it and all the defenders and controllers that didn't have fly would ride in the GF area during battles because the spawns were mostly melee. It works out really nicely for targeted aoe focus stuff that doesn't need acc. Helped a lot.

    That was the one and only time I ever liked it and I would never waste the power pick on it for myself (except now maybe I will for my MMs, if the pets will stay in it).

    Robin
  22. Quote:
    Originally Posted by Basilisk View Post
    My problem with Gauntlet is that while it does help with aggro generation, the end result is nothing that can't be done by brutes sans-gauntlet just as easily. All it takes is a good taunt aura and an AoE or two. With the aggro cap as low as it is, a good brute can survive a capped spawn almost as easily as a tank. It sort of leads to a feeling of underachievement when you look at a brute and say, "Ok, he just took on the same spawn as me, and killed it three times faster."

    What I would like to see is something done to gauntlet that would allow the tank to take better advantage of the fact that they do still have better survivability than most brute or scrappers. I have proposed in the past a buff to gauntlet that works a little bit like defiance, but adds to the tank's aggro cap rather than to his damage. So, on top of the small aoe taunt, each attack would give a boost to the tank's aggro cap for something like 5 seconds. A tank who is sitting around taunting would then have a cap of 17 enemies. A tank who is actively fighting might be mobbed by 20 or 30 at a time instead. The fact that it's on a short timer limits the ability for the tank to map herd. Plus, there's usefulness to the solo player which isn't afforded by the current Gauntlet.
    I haven't considered ramifications but my first impulse is that this is an excellent idea. Relative to map herding, the fact that you're not really attacking while running from spawn to spawn would mean that your cap would be short while you were pulling so it would give an incentive to stand still. Others could bring you spawns to taunt but they'd be vulnerable during the pull since you'd be occupied with the ones you'd already have.

    Mark me down as saying this is brilliant, until I hear something I haven't thought of to shoot it down, of course.

    Robin
  23. Keeping in mind that I am a free-market anarchist, I do not believe in IP. If you can't touch it or feel it, it isn't property. Regardless, I do believe in courtesy. Whoever made mids did a ton of work (which I have never used, by the way) which s/he made available to the public at no cost and doesn't wish his creativity to be put into the hands of others and so be it.

    That doesn't mean an open source CoX builder wouldn't be a reasonable project. The project team could even use feature concepts from Mids or from Mids users. Building it from scratch wouldn't be nearly as easy as adapting the current model, but it would be easier as open source and that way it would be much more likely to be kept up to date.

    I would recommend .net, mono and objective C for portability and the selfish reason that getting an iPhone version is high on my list of pie-in-the-sky desires. I've never started an open source project, however, so I wouldn't be able to take point on that. I would be happy to participate, though.

    Robin
  24. As a software engineer specializing in data integration I can definitely say that the coding of the interface is the least of the problem here. Acquiring accurate and up-to-date source data from a proprietary organization and getting that data to integrate with a third-party system is the real trick.

    That's not to say the interface is simple. I'm just saying it's the tip of the iceberg. It's a twenty-ton tip, but the tip nonetheless.

    What we need is a web-based tool. They're easier to publish, update and maintain and much easier to access for the customer and that way it would be cross-platform; one application usable by both PCs and Macs. If someone could point me to where I could find the source data, I could build something. A web application wouldn't have some of the bells and whistles that a forms app would have, but it would much more dynamic. If the source data where available through a web service (WSDL w/ SOAP) it could even be self-updating.

    I seriously doubt the real-numbers are available through a web service, however, and I won't have the time to go get them. If someone else wanted to make those numbers available, I'd be happy to grab them.

    Robin