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Posts
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Quote:Except that they can't make a survey that is actually representative of the player base. All that they've got here are the forumites, who are by far a minority, and are skewed towards very specific areas of the player base. This is, in fact, what caught everybody by surprise back when Defiance 2.0 came around: the forumites are, as a whole, above average-to-excellent players, highly dedicated, and as such, we either have long since internalized and ignored issues, found obscure ways to work around them, or have gotten so familiar and/or skilled with the game that we don't see them. We Forumites can be good canaries, but we have many limitations.That is the problem. The only thing that statistics about people taking snipes tell you is how popular it is as a product.
You are much better off listening to the people who have long complained about snipes, listening to their complaints and then checking statistics to see how badly changes to the power will affect the people that actually use them.
Quote:By what measure underperform ? The defiance 2.0 changes were based on the idea that they underperform in earning rewards. If the devs sample for that information again and the signal is not there would it imply blasters were functioning well enough ? Despite the fact that blasters are the most abandoned AT ?
Quote:Which is why actually modelling the problem is necessary. If the model shows a performance problem relative to what other ATs can achieve blasters should get the buff no matter what the stats show. If the model doesn't indicate a problem but the stats do, its time to examine the assumptions in the model. The 'Range is a blaster's defense" might well be an assumption that is baked into the dev's formulas for balancing ATs that is just not valid. (Hover is just too much of a pain for the majority of players to take ?)
Quote:THB's test case can't be called an anecdote. He has a methodology for recording the data and reporting it that is non subjective and usable by others. I don't know if it will shed more light on blaster performance or changes in the game but at the very least it should provide some insight on how the ranged damage AT does against a melee damage AT in a variety of situations.
Quote:If the model doesn't predict the data the model is wrong, correcting it is called science. If your model is nothing but curve fitting to the data, that is called religion. -
Quote:This was Mids' first application, and he was using it to teach himself stuff and never expected it to be used beyond a circle of friends... He winces when he thinks about it now, but it's what we've got. St0n3y was in the middle of making a new UI layer for it, but didn't get far enough for me to use it. I've been focusing on refactoring the database and business layers, and don't intend to get to the UI until after.Auch! Sounds like a web programmer or someone with very little experience in UI building. I haven't done a UI like that since TurboPascal 6.0 arrived in 1990.
Quote:I'm not sure we can solve this, but maybe one of these rings a bell with you, if you're familiar with how the UI code works? Is it using transparency somewhere, is it drawing things on top of each other to hide/show things?
Quote:I can understand that it's really hard to track down an issue like this, especially if you don't have a system to test and reproduce the issue on.
Quote:Providing the files in a .zip would make updating the WineWrapper simpler, as it would just be:
1) Delete files at location (might even be optional)
2) unzip this file at that location.
That is, unless the registry keys do something important?
Quote:I've heard mixed results with people relying on Mono. The only two ways that I've had good success in making cross-platform programs, is with Java, but then it's a pain to make it look decent, or with C++ with Qt. In both cases using Eclipse as the IDE. Once you get into it, Qt is very nice, although I've heard WPF is slightly easier.
Quote:If you'd offer some minimal support for the WineWrapper, that would do the trick as well. It's basically now Paragon supports Mac, the Mac client just runs in a custom WineWrapper, just like what U_Dark made. Their support consist of making sure it works.
I'm not asking to open source the code if it's not. I'm bascially asking, that if I'd get access to VS 2010, I could become a temporary "Mids developer", so I could have a look at the code and could see if I can find what the problem with the Mac version is.
I don't have recent Visual Studio experience, last time I worked with it was in 2003. But where I work we make a lot of software, and I should be able to get access to a licensed version fairly easily. -
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Quote:This is an unintentional side effect of a change I made to the way Enhancement powers are stored. You can actually find them in the standard powers editor now, under a category called Boosts. It's a PITA to work with right now, though, due to the fact that every single enhancement is its own powerset (don't ask me why, ask the Devs, I'm just using their naming convention). The enhancement window isn't saving changes to powers because of this move, but that's something I'm going to fix next version. In the meantime, you'll have to go there to edit it.Question in case anyone has figured it out (or something similar) and can point me to the correct way...
I usually delete the "Boost Up" power data from the Gaussian's Chance for Buildup so I can see the modified to-hit of my attacks taking Focused Accuracy into account without the bonus/boosted to-hit/damage from the Build Up effect.
Now, if I delete, or modify, that Boost Up on this IO, it comes back after I exit and relaunch the program.
I hate having to add/delete the IO every time I want to see values that aren't inflated by the 5% Build-up. Has anyone figured out a way to edit something like this and get the edit to actually stick/save? -
Worst option: Increase the damage to be the same as Dominators: 3.56 DS.
Best option: Implement something similar to the Assassin Strike change, where Snipes operate differently if you're in the middle of combat. -
Quote:Well, Nova does a base damage scale of 3, and can reach 6. According to my notes, a power of radius 25' (Nova) should have a recharge of 27.4375 per damage scale given Damage:Recharge Formula... so anywhere from about 90 seconds to 180 seconds (depending upon the value given to the % damage). The actual recharge is 360 seconds. For 360 seconds, it should do something closer to 12 damage scale.Where's the thread from August/this fall on this? Can't quite recall when it was, but we had a big one where we really hashed this out. I point that out because the posts and Arcanaville have all the math and logic in there for why the crashing nukes aren't doing enough for how much they punish the user. I would hazard to say that the current huge "Blasters in modern COH" thread over in the archetype forums has some on this as well.
Lightning Rod has a 90 second recharge, deals scale 2.55 damage in 20' and an extra 1.05 DS in 3', making it vaguely proportional to the value given in the formula (a 90 second 20' aoe should have a damage total of 3.69, so the total damage is about right... except that a good portion of it is only in 3'). Ditto Shield Charge. And neither of those have crashes.
Also, the point that ArcanaVille likes to make is this: Tier 9 armor powers make you invincible for 3 minutes in exchange for a similar crash. Is a single variable damage aoe attack worth as much as 3 whole minutes of invincibility? -
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A couple things:
1) I really wish the Mids controls were simple "here's a control with a pop-up on hover", etc. But what actually happens is that the entire screen is a single bitmap image, stitched together from controls and dynamically generated bitmaps, and it simply maps regions of the screen to figure what it is you're actually wanting to interact with. It's very klunky and fragile, which is why we periodically have really weird UI bugs. It also means that no amount of minor tweaking will allow it to be rebuilt or adapted to another system.
2) Yeah, the installer mostly just zips up the entire program as is. It has a registry key or two, plus it associates the save file extension, but that's it.
3) Mac support for Mids is something I've been wanting to do for a long time, but time is the big issue. When it comes to porting this to any other system, the biggest hurdle I face is that Mids was written entirely in VisualBasic.Net. I've been slowly but surely converting it to C#, of which I'm about 2/3rds of the way through, not counting the various controls and forms. Once it's in C#, I should be to rapidly convert the project to Mono, which is a cross-platform adaptation of .Net.
4) In terms of the code, it's 2/3rds C# and 1/3rd VB.Net (specifically, the MidsBase.dll and MidsControls.dll are new libraries written in C#, while the main exe code is in VB.Net). The project is Visual Studio 2010. The source code, alas, is not freely available, as part of the deal we made with Mids was that it would remain closed source. -
Except that this system would deal with chain mezzing, while simply changing the duration formula would not.
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Quote:1. I don't know anything about how the wineskin wrapper works, but most of the time, I'm updating all of the dll files as well as the Mids executable itself (because the Devs keep coming up with entirely new mechanics), which is why I need to do a full install instead of an internal update.Almost. There are a few things this does not solve:
1 Updating doesn't work as it asks you to download an .exe. Now U_Dark or someone else needs to install Mids on a Windows machine, run the updater and then build a new Mac package. Either you making a new Mac version when Mids updates or making the updating run from inside Mids would be a nicer solution. Even just distributing the updated files in a zip instead of some installer executable might be sufficient.
2 This still has some graphics glitches. Some parts of the interface always show up as black. Making them impossible to see. I will post a screenshot. If you could change those parts to work like the parts that don't have these issues it would make things a lot easier. As it mostly looks ok, it would probably be some minor tweqking on your end and then a Mac user to test it. I'm willing to volunteer. See the screenshot and escription I'll post later for details I'm not behind my computer right now.
3 There are some minor things, like if it could be downloaded and linked from the same places as the Windows version.
2. See below.
3. That could be arranged.
Quote:Below is a screenshot of what Mid's looks like on my Mac.
As you can see, the biggest problem with the graphics is that the powers don't show up. the labels like Name, Power, Origin and Primary Powerset do show up.
I can still use it, because if you hover over the powers, the popup will show what it is. It's the same if you select Hero instead of Villain.
Maybe you need to force a redraw after applying colours or something like that. I don't how you've coded it and It's been 8 years since I did something with .Net so I can't be of more help. It would be great if you could fix this problem and give a way to update Mid's without having to run an .exe.
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Every effect in the game has a probability associated with it. Most of the time, though, it's set to 100% (or, more accurately, 1.0).
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Quote:Scaling mez resistance like this is something I think every character should have (maybe as part of Health, instead of its current Sleep resistance?), but I wouldn't want to implement it if only because it'd encourage the Devs to start giving out even longer duration mezzes in order to counter it. One of the things I liked from new other MMO in space is that all mezzes in that game are a matter of seconds, whether from an enemy or a player.Scaling mez resistance is, I believe, the best way to deal with excessively long duration mez. Separate from that, I also prefer a more proactive method of dealing with mez, which is why I suggest counter-mez in attacks: it is not only good for countering mez, its good for countering damage in general and aligns well with the offensive focused nature of the blaster archetype.
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Quote:This is the reason that I don't like the idea of tying these things into BU and Aim: I don't want to ever be in a position where I decide not to use those powers because I know that I'm going to be facing mezzers. Blasters are not currently in a position where their damage is superior enough that they should have to hold back some of it in order to gain the survivability that everybody else takes for granted.Also, if you happen to get mezzed, neither BU nor Aim are currently usable while mezzed so you couldn't use them to assist with deploying your countermez, and this would also force blasters to keep one of their offensive weapons in reserve to deal with mez rather than using them primarily for offensive power. BU and Aim are often used on the alpha strike, but that would eliminate them from being used as counter-mez weapons after the first few seconds of the fight.
So far, my favorite anti-mez mechanic is the one where a Blaster has a passive mez resistance power that has a self-stacking component, but is normally suppressed, something like (the numbers are demonstrative and would have to be adjusted):
Activation Period: 1s
+50% Resist(Mez) for 10s (does not stack from same caster)
+50% Resist(Mez) for 10s (only when mezzed; stackable)
That way short duration mezzes don't get reduced by much, but long ones get cut down severely. This is basically the way I felt PvP Mez Suppression should have been handled back in the day, as it basically applies a diminishing return system to mez duration, and even helps with the issue of chain mezzing, since the stacked resistance will still hang around for 10 seconds.
EDIT:
The above is assuming we're even wanting to go with some kind of passive way to deal with mez. I much prefer something more proactive. -
Quote:The reason it's disingenuous (and please, don't just start being condescending here, ad hominems are not useful to discussion) is that a petless MM requires you to specifically avoid taking the powers that are the keystones to your entire AT, the thing that they are balanced around. The closest analogy to that example is a Stalker not taking Assassin Strike, and that's basically it, because MMs face decreased buff/debuff strength and increased endurance costs (something no other AT faces outside of epics) in their secondary, due to their pets. It requires you to not take powers that the Devs base the entire AT around (and you wind up skipping anywhere from 5-6 powers from your primary, as a result). Choosing to take, slot, and regularly use your melee range powers on a Blaster is about using the 5-6 melee range powers the Devs put into your Secondary.You think that was disingenuous? Blappers had the choice. Petless MMs had the choice. Yeah I think you are just trying out a new word. Pompous is a rarely used word that just came to me.
My blaster didn't use hover, that would be disingenuous.
It's a player choice, sure, but so is whether or not you went Soul Mastery or Mu Mastery on your Brute: if you have a hard time because you went petless on an MM, people won't care; if you have a hard time because you chose Soul Mastery instead of Mu Mastery, people have a right to complain to the Devs about it (not that they seem to care too much about Epic Pool balance). -
So that means I can remove Mac Mids from my To Do list, right?
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Quote:Also, I think it's rather disingenuous to compare petless Masterminds with "Blasters who want to use their secondary regularly".If someones Blaster can not operate at 80' all the time, that's their choice. Why can't they be able to operate at that range and still have melee and PBAoE attacks to use when safe to do so? I have builds like that. All powers are situational, all there for a reason. If I wanted a Petless MM and nothing but powerpool powers and can't do stuff then whose fault is that? I'd say I would be, I wouldn't ask the Devs to turn the game upside down over my choice.
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Quote:Well, yes, I did leave off hover as an option, which was kind of silly of me, given that back when the RWZ test of "3 +4 Rikti bosses, no temps, etc." (before Incarnate powers existed), I was the second one to be able to manage to do it with a blaster (that I know of): the first guy did it with a ton of trip mines, I did it with my Energy/Energy/Electric Blaster and Hover (the fact that Hover no longer suppresses with Mez made this possible). It just took so long that most of the time, I failed due to the bosses running away or even despawning mid-combat (something I'd never actually seen happen before).I wasn't looking to convey an average experience for a Blaster, I was looking to show that I don't play things "safe" replying to someone who looked to imply I might of been. The Fake Nem bit was a bit of maths, actually more maths, not (a), not (b), as far as (c) goes, well okay I might of had some on me, not many, not planned, and used them. Definitely not (d) and there is an (e) missed off.
If someones Blaster can not operate at 80' all the time, that's their choice. Why can't they be able to operate at that range and still have melee and PBAoE attacks to use when safe to do so? I have builds like that. All powers are situational, all there for a reason. If I wanted a Petless MM and nothing but powerpool powers and can't do stuff then whose fault is that? I'd say I would be, I wouldn't ask the Devs to turn the game upside down over my choice. -
Quote:Can it be put in there in game? I don't think so. Ditto epic powers.Not sure if this is an issue with Mids or with my understanding of how ATEs should work....
Is there a reason that the Brute's ATE set can't be placed in Pool Power attacks (Boxing, Kick, Jump KIck, Spring Attack, etc)?
Likewise, there are bunch of Dominator powers that don't accept the Dominator set, even though they should. -
Quote:I don't think this is the average experience for a Blaster. Simultaneously soloing multiple +3 Fake Nemesis on a Blaster requires (a) very high defense IO build, (b) Incarnate powers (e.g. Barrier), (c) popping Lucks like Bubble Bobble, or (d) some combination of all of the above.I think you've assumed wrong perhaps and tried to make a point about it. I have every type of Blast. I don't sit at 0x0. I was 49 on a Mothership full of Mezzers and barely got mezzed, I even took the first bomb. I think Blasters are most likely to get mezzed, and if I look at how often I am mezzed on all my Characters my Blasters would have the most but I don't have issue with it.
Have you ever soloed 5 Fake Nems together that are +3 to you with a Blaster? Have you ever played as the team Tank with a Blaster on TFs, you rely on damage to get and keep attention, I can tell you. I am not playing safe all the time, sometimes I do take calculated risks, relying on others is a calculated risk in itself.
I've already said in this thread within the past couple of days why it is my Defender would have less threat and so spend less time mezzed. I'd never sit in melee rockin da aura. There is no rocket science to it and yet there is nothing in me to complain about how often I get mezzed in comparison to my other ATs. It's just one of those things thats relative and completely understandable.
NPCs tend to have super long range mezz attacks. Blasters can't beat them on it and properly kite all the time. I'd expect Blasters to mimic the ranger class to be true. Kiting/Controlling thru cripples and handicapping, trapping perhaps which Devices does. I'd expect a Blaster to be able to get the upperhand on other ATs with first blood being superbly well ranged, then on having the edge to keep it perhaps unless its safe to close and spike damage. Not some tankmage that shrugs every Mezz off.
My PVP experience of Controller versus Blaster makes things look even to me anyway so maybe in PVE its the NPCs whose controls need -ranging beneath that of Blasters control range. Blaster control range say 80, NPC control range 70. Something like that. That will reduce things abit but do nothing about player error.
Also, not every Blaster can operate at 80' all the time, nor should they - that turns all their melee and PBAoE powers into situational ones, and no other AT has that many situational powers. -
Quote:The problem stems from the fact that Mids has custom enhancement data, in the sense that it doesn't do enhancements the way that the game does enhancements (where enhancements are simply powers). It faked the game data pretty well, but the problem arises with the introduction of PPM and Attuned Enhancements. So I changed the Mids DB to use actual enhancement power data (which is why that file is so big) and associated all the enhancements with the appropriate power, based upon the name of the enhancement. That last part is the reason it takes so long on your machine, since it requires a lengthy lookup process that isn't even necessary, since all powers have unique ids associated with them in the Mids db, which I could've used instead.Yeah my pc is ancient('07ish) but Mid's has always loaded fine for me. It still does, but I do see the "loading enhancements" part causing it to be a "little less than instant" opening now. Wouldn't really consider it an issue. I hope that brute piece gets fixed soon though, trying to juggle pieces around to keep sets and power stats proper because of an incorrect piece is something I've always hated the rare times I've had to deal with it in Mid's.
Hmm, now to figure out when to play DXP and when to fix alllll my builds for ATOs...
I was slowly planning on moving all the enhancement data to the new system (right now it's only used for Procs and to determine if an enhancement is Attuned), but it looks like I'll need to move faster. -
Quote:Odd. The enhancement database is actually smaller now, because I moved a lot of the enhancement data over to the Powers section... Oh, I know what's happening. It's because the references are by string instead of by static index. I'll fix that. Oddly enough, that happens really fast on my PC, but the update check takes a while.If it helps, the loading box shows 'loading enhancement database' and 'loading graphics' as being the two parts that are taking a significant amount of time. Everything else before that scrolls by too fast to see.
My bathroom is being remodeled starting today, and I've just been told it might take two whole weeks, so I probably won't be able to do much development until that finishes. Once that's done, I'll be able to change the references. -
Hmm... I think there's an issue with the update checker. I'll look into it.
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Well, I went live with that formula for now. Hopefully, we'll figure out the correct formula in the near future and I'll update Mids with it.