Kitsune9tails

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  1. Thanks for the info. It sounds like a neat concept, and sounds much less janky than the roll maneuver and such seen in some games.

    Does holding down 'block' impact your ability to move and attack?
  2. Quote:
    Originally Posted by Arcanaville View Post
    I'm referring to a lot of things. For example, I like the blocking mechanic
    could you encapsulate that for me here? I haven't followed CO beyond what is in this forum.

    Quote:
    I like the shift to activity-based endurance (although I'm not as crazy about the concept of specific endurance-builders specifically).
    The concept of having an attack that grants end instead of costing it seems wierd to me, but okay. How would you have done it differently?

    Quote:
    Combine those two with a zero-recharge power system (with minimal cool down) though, and you can end up with a system where the sweet spot for combat has just enough blocking in it that you get virtually unlimited endurance "for free" as part of your general defensive strategy, and can therefore cycle your most powerful attack(s) almost indefinitely. This then can eliminate endurance as a balancing factor, and by extention eliminate the cost/benefit balancing factors in attacks in general.
    Would the system have worked if powers had longer recharges/cooldowns?

    Quote:
    One side effect of the "open" powers system is the fact that initially, you could take any *or all* of the defensive powers. ... It also severely constrains defensive diversity: all characters with strong defense basically have the passive-block-heal tuple. They tried to compensate by packing mechanical diversity into the passive defensive mechanisms, but that then created the problem that novel mechanics are not trivial to balance, and I'm still not sure they have or can.
    Are you saying it would have worked to limit characters to say, 7 out of 10 possible direct mitigaiton powers, or to force players to have some kind of 'primary defensive path'?

    Quote:
    Melee offense in CO gives up a lot intrinsicly just by not being ranged. But that option comes with no counterbalancing options unavailable to non-melee characters. So they've essentially created a game which penalizes the conceptual choice of not using range - which is what melee is in CO: its the voluntary choice to not use range.

    The rule here is: if choices have no downsides, all the upsides must be identical.
    Identical or equivalent?

    Even in the PnP Champions, one of the turnoffs for me was always that there was no reason outside of concept to have a purely melee character. Sure, a melee attack is cheaper, but when you get to choose all of your powers (and most comic book characters don't), it only makes sense to have some kind of ranged attack even if it is just hurling a car.

    In fact, even in the PnP game, most characters end up as (flying) ranged Scrappers (though usually no team buff). It's just one of those comic book conventions that don't carry over well to games: why wouldn't the She-Hulk carry a gun (or at least a roll of quarters she could hurl at bullet speeds)?
  3. Quote:
    Originally Posted by Kelenar View Post
    The tortoise lays on its back, its belly baking in the hot sun, beating its legs, trying to turn itself over, but it can't...
    The thread has been won.
  4. Quote:
    Originally Posted by Arcanaville View Post
    ** Champions Online is proving to be an excellent point of reference for me for all future game design discussions with actual game developers in this regard: even the game mechanical changes I *like* seem to have very interesting deleterious side effects that don't have trivial workarounds.
    Please, expand on this. I am somewhat interested in game design, so the unintended negative repercussions of what seem to be good ideas on paper is endlessly fascinating to me.

    Are you primarily referring to everyone gravitating to the same build when given unrestricted choice?
  5. A corrallary to what Antigonus said is the following:

    To person with a PvP mindset, PvP is so much more fun than PvE that it is worth potentially a lot of effort to get in and get good.

    A person with a PvE mindset is already having plenty of fun, and the (seemingly mythical) extra fun you get from PvP doesn't seem worth it. Especially to a PvE person who has never been good at PvP or wanted to be good at it: they don't know what they're "missing".

    A workable analogy might be the person who likes reading books versus the person who likes camping out. To an outdoorsman, such activities as "hiking into the mountains" "wading through a stream" and such IS the fun.

    To the bookworm, that translates to "trudging uphill a long way" and "getting wet and cold and icky" and they'd rather not, thank you.

    It's a task getting each to see the other point of view, and a further task to get either to the point where they could compete in their chosen fields fairly, let alone to the point where it would actually be challenging for both.
  6. Quote:
    Originally Posted by Xanatos View Post
    I'd quite like for PVP to be left alone. I don't want to invest time & energy into a whole bunch of characters (again) just to have the entire system completely revamped. This isn't COV BETA anymore guys. PVP has been live for YEARS now.

    I understand MMO developers like to chase the timesink. They need long arduos tasks to lock players into subcriptions. But continual revolution of the PVP system would be completely over the top. At some point your players will realise that their time is wasted here if they're constantly having to respec their characters / level up new characters / farm / spend billions on IO's due to PVP overhauls.
    This brings up an interesting, related question:

    Would you (the collective you) want the devs here to take the time and resources to change PvP IF they could make it more to your personal liking?

    And a corollary...

    If you want Base Raiding/the Cathedral of Pain, what should be different this time around?
  7. Well what Blasters 'do' is hit harder at range than anybody else.

    From what I can tell this goes back to the old design idea of 'range as a defense'. Most PvE critters do more damage in melee than at range (there are notable exceptions), and a Blaster is supposed to 'kite'. If the critters can't kill you fast enough because you are constantly making them stop running at you to shoot or run around some terrain you put in the way, that's Blasting.

    Blaster tools are meant to keep enemies at out of melee: roots and knockback especially.

    However, the devs knew that some players would want to play 'against type', so they also gave them some strong melee damage as well. Many players still enjoy playing Blappers. Also, most enemies who can weather a few strong Blaster attacks and close with them then receive an equal or stronger melee attack once they get to the Blaster, and they should be dead by then.

    The one thing Blasters are not supposed to have is significant defense, because offense and range and skillful play are supposed to suffice. Also, a Blaster that can reduce incoming damage by 50% or more AND kite was considered to be overpowered.

    Of course, this starts to break down in higher levels, when as you noted, you begin to encounter enemies that break the 'rules' under which Blasters are designed to operate solo: enemies that can't be one-shotted but which can mez, enemies that hit harder at range, or enemies that sneak attack YOU.

    The fun thing is that I am old enough to remember when Blasters were Range/Melee instead of Range/Support.

    Here is what Blasters do: snipe one guy out of a spawn, root his buddy, then finish of the 3rd minion with a couple ranged attacks and a punch. About now the rooted guy is free and charging so blast him, knock him back, finish him off.

    No other AT is supposed to play like that, I don't think. The closest parallel would probably be Controllers.
  8. Heh, I look at your example and immediately imagine thousands of players using exclusively the small damage attack that denies any chance to fight back to defeat all comers, then coming onto the boards to complain that the damage is too low and that the foes are too weak because they never fight back.

    But yes, as a long term design goal for this game I think it's doable to set (and hopefully announce, so the players can add their own feedback to the intent and execution) a 'standard' beyond '3 even con minions should be a minor challenge' and gradually place sets and critters in proper order around it.

    Even more than the players, I wonder to what extent critters have designed around a standard of combat performance spiced with specialties.
  9. First of all, thank you very much for the explanation. It was clear and enlightening.

    Quote:
    Originally Posted by Arcanaville View Post
    The reverse, actually.
    I keep meaning to complete this analysis, but I keep getting distracted by other things. Also, its sufficiently abstract that it might entertain the game theoreticians and cause general confusion elsewhere. I get enough flack from the people who think my mitigation spreadsheet is proof I don't understand there are other things besides resistance and regeneration.
    I'd like to see it. Pfft I say upon the flack-givers. They are just people who aren't going to benefit from the info.

    I suspect that this game, and possibly many games can be broken down very simply into 'shots until dead'.

    If you have an energy/energy Blaster (with any specific build) facing an minimum difficulty instanced spawn of CoT at level 25, you can more or less figure out how many shots she has to fire off (accounting for likely misses)in order to defeat that spawn. You can also calculate how many shots the spawn is going to need to drop her. This will give you two numbers that say who wins.

    If you are facing a boss, and it's going to take you 20 shots to defeat it, and he only needs 8 shots to faceplant you, at that point you know you have to pull some tactics, candy, or friends out or lose.

    Maybe putting your analysis in these terms would help. In any case, it leads me to the interesting thought of an in-game 'con system' (and possibly xp point system) based upon such calculations.
  10. Hmmm. Would it be viable to start everyone off as 'ranged scrapper with a team buff' and then allow/force various levels of customization/specialization from there?

    Maybe according to theme? Fire does 'more damage/elemental damage resistance', Ice does 'move speed debuff/damage deflection', etc?

    You could then encourage teaming by building specific, labelled 'team content' that no one can solo, and giving it rewards unavailable to solo content. Conversely, there could be rewards unique to solo missions. Then you have an auction house so everyone can get everything.
  11. Quote:
    Originally Posted by Samuel_Tow View Post
    Or 8 minions or something

    Actually, what I ultimately want is equality. I'm not shooting for anything higher than the arbitrary norm, I'm shooting for something about what other ATs can handle, which right now is nowhere near the case.
    It may not be your intent, but one way of translating this would be to say that you want all high performance builds to be brought closer to the minimum acceptable level of performance.

    Right now, all(?) builds are far above the dev-defined arbitrary norm.

    If you are saying that all sets need to perform very close to <insert build here>, then by all means define that and we can work from there.
  12. Quote:
    Originally Posted by Samuel_Tow View Post
    Picking this because it's easier to quite.
    I don't want homogeny, or indeed even similar playstyles. But I DO want a standard to which I can hold my Blaster and say "Look! He can't do this! He's underpowered! Fix him!" Currently, there isn't one, and all trying to discus this does is cause people to explain how they are doing just fine playing completely different Blasters and/or in completely different situations. When you lack any real standard, trying to discuss what is good and what is bad can be very problematic.
    There is one, and it was fixed.

    IIRC, the Devs have mandated that the minimum acceptable performance level for any AT in this game, regardless of build is:

    Should be able to solo a spawn consisting of 3 even level minions without inspirations the vast majority of the time, but it should require a 'non-sleeping' amount of effort. Should therefore be able to solo 80% of their own missions on the minimum difficulty level without faceplanting or getting help.

    Over and above this, when the datamining showed that Blasters (even though presumably they could do the above) were suffering defeat much more often than other Archetypes, they modified the archetype with the rebalancing and redo of Defiance.

    Twice.

    I believe your problem is that you want Blasters (and by extension all Archetypes) to be able to solo something more difficult than the standard even-level spawn.

    This leads into a problem, because then you have to redefine 'average even-level spawn' to be more difficult, and the whole thing spirals.

    Wat you may want is for the 'average even-level spawn' to be something along the lines of "1 Boss, 2 Lts, and 3 minions" and then go from there.
  13. Quote:
    Originally Posted by gec72 View Post
    I actually like this from a replayability standpoint. I had different experiences playing my Ice/MM than I did my Fire/Fire. I'm looking forward to my AR/Dev being completely different from those two.
    Yes, this is one of the strengths of this system.

    I think the standardization between sets can almost be broken down to a very simple concept:

    - Solo, regardless of build or AT, the number of power activations it takes me to defeat an even-level spawn of Arachnos should vary between (made up numbers) 3 and 9. The number of attacks they get in that time should remove between 20% and 80% of my hit points. After 3 such spawns, I should need to rest.

    Performance will vary from this standard based on playstyle and circumstances, and extreme builds that 'sacrifice' something should be able to exceed these numbers slightly.

    Whether you control-lock the spawn and then whittle them down or or single shot fry them should not matter (although there is a whole thread in there about how much damage a Controller-type should take in PvE, but that's not this thread).

    I am using CoX concepts here, but really the principle should apply to nearly any MMO.
  14. Quote:
    Originally Posted by Arcanaville View Post
    Let me answer that question by asking a question. Suppose I were to cut the cast times for all blaster single target attacks by 33%. What would that do to Low level Blaster damage? Mid-level Blaster damage? High level Blaster damage? What would that do to Blasters attacking three things? Six things? Nine things? Bosses? Elite Bosses?

    Those are real questions. Now a rhetorical one: why is Fireball faster than Power Burst?
    That's a very good question.

    Since low level Blasters (prior to 10th level or so) have too few single target attacks to become 'animation-capped', one would suspect that cutting their cast times would increase their damage: especially in the case of Snipes. However, once you get animation-capped, the advantage would utterly vanish. It would also vanish once you got enough AoEs to sub in for ST attacks.

    Obviously, the more targets, the more you want AoEs, regardless of the number of targets. However, most Blasters are just fine with a spawn of 9 even level minions. A spawn of 3 LTs might be death depending on powersets, but it's the spawn of 2 Bosses you really have to watch out for. Having a faster attack chain really breaks down at that point (unless they like to just Hold you and then pink at you with small attacks, in which case Defiance ftw), because regardless of how fast your chain is, you might die in the return alpha strike (beta strike? counter strike?)...

    However, having more ST damage would act to even out (very slightly, it would seem) damage between ST builds and AoE builds at the (very low) levels. It would buff ST Blasters without hurting AoE Blasters, which is a good thing.

    However, it does not seem it would help Blasters as a whole much:
    - Most low level players are Blasters already, I believe.
    - Overall offensive mitigation would not increase much.
    - Team viability would not change.

    Thus my worry:
    If you buff ST damage enough to make an all ST Blaster almost as viable as an AoE Blaster...well, how much damage is that? At a certain point, you are "3 targets, 3 power activations" and more damage beyond that doesn't help, while simultaneously being too little to keep you alive. Worse though, is that at that point, combat is arguably no longer fun. You might hit an 'uncanny valley' where any spawn you can defeat is no challenge, and any spawn that is a challenge makes you dead.

    It basically comes down to these questions:
    - How many attacks should it take a Blaster to defeat an even level spawn of Arachnos containing one Boss, one Lt, one minion?
    - Is the Blaster survivable enough to succeed at all without faceplanting or candy?
    - How should that compare to the number of attacks a Scrapper would have to make?
    - How much damage should the Blaster and Scrapper take in the process.

    Once you can pick a 'typical' Blaster and Scrapper build and get the numbers, it seems like you could extrapolate from there where everyone else (all ATs, all Builds) should fall on the scale.

    For instance, we could pick a fire/fire Blaster and a fire/fire Scrapper at level 25 and go from there.
  15. How good can ST damage get, though? Isn't there some point when it's just rediculous after slotting and buffing (yeah, yeah I know, Buffer Overrun)?

    Should Blasters be able to one shot Snipe even level Bosses? Elite Bosses? AVs? Is 'twice as much as a Scrapper' too much or too little.
  16. One idea I have had for PvP for awhile is similar: "Battlesuits".

    Strt with a zone based on a hostile environment, such as a hellish dimension or deep space. Anyone entering the zone without a battlesuit would die (maybe just story fluff, maybe the zone can actually be entered 'naked', exposing the character to constant irresistable DoTs.

    There are perhaps 30 different choosable 'battlesuits', each based on a pvp build: 3 Blaster styles, 3 Dom styles, etc.

    Choosing a battlesuit changes your entire build while you are in the zone.

    This would even double as a tool for people who want to try out a different Archetype but are afraid to sink time into it.

    ...that's pretty much all there is to it. Of course there would be some story reason to be in the zone, such as a critter base to be raided. You could even have several bases that could be taken and perpetually controlled, for the people that like to take territory from a foe, with appropriate rewards (although some sort of reset button might be needed).

    Just a thought.

    I very seldom PvP. However, I will gladly test out any changes that are made.
  17. Quote:
    Originally Posted by Dark_Respite View Post
    Do you mean which song did I want to use for the Rikti War video? I had originally hoped to use "The Howling" by Within Temptation (it is just too perfect), but they declined permission, even to license it for a fee. However, they said no. I plan to try again, but I doubt they'll say yes.

    In the meantime, I'm searching around for other ideas for "The Dying of the Light" (either instrumental or with lyrics), and a few ideas are percolating still. And there are other bands out there who ARE willing to let me license their music - it's just a matter of what I can afford. (After all, I don't make anything for doing these - the things I do for love.)

    Michelle
    aka
    Samuraiko/Dark_Respite
    Thoughts for songs:

    "Goodnight Saigon" by Billy Joel
    "The Beginning is the End is the Beginning" by Smashing Pumpkins
  18. Quote:
    Originally Posted by Arcanaville View Post
    Zach seems to be talking about content which allows character development significantly beyond what is available to a current level 50. Although AE content is numerically high, its still limited in that aspect: it doesn't provide advancement opportunities beyond level 50.

    Content gating options and player-designed rewards would be the necessary next step to make the AE a theoretical post-50 development tool. But I can't see how to do that without serious exploitability issues. I'll let Dr. Aeon think about that one for the next few years.
    One way to make a capless game and limitless content would be a combination of 'Madlibs'/Newspaper style missions and some kind of ability generating engine that just throws together some effects from a list and adjusts the numbers based on your level: at level 52, you get ...let's see... a fire/hold attack (and let's grab the animation from flares and the recharge time from Ice Storm) scaled to your level, at 53 you get 2 slots, at 54 a self-targeting power that buffs move speed and ice resistance, etc.

    Of course, there would still be an effective cap based on the level progression algorythm and whatever xp one can amass in 5 years, and this isn't exactly quality stuff, but at least there wouldn't be threads grousing about the level cap.

    Oh who am I kidding?
  19. You are paraphrasing Venture. I mean Syndrome, from The Incredibles. A villain so villainous, he not only wanted to destroy his nemesis, but to eradicate the very concept of 'being super'.

    Talk about never getting over a rejection.

    But I totally agree with your post. Which is not to say you should not strive for 'different yet equal' in an MMO, just don't be surprised when no one but you ever perceives it as that.

    It's a viable design goal, just not the most efficient one to reach for.
  20. Samuel Tow:

    Let's start with the fact that in this game, the baseline is (or was) that at level 50, 3 level 53 minions should present a challenge to a solo player, regardless of powersets (she should not be able to sleep through the battle).

    Furthermore, a solo player should be able to complete 80% or more of their own missions without outside help while set to standard difficulty.

    Is this baseline too low, or are you measuring by a different metric, such as xp per hour?
  21. Quote:
    Originally Posted by FloatingFatMan View Post
    The ability to do a thing does not grant you free permission to use that ability to harrass or annoy others. Or do you not have any manners?
    Another way to put it: if playing on a public area is agreeing to the possibility of harrassment, then harrassing me is agreeing the possibility of being reported.
  22. Having all character types equally combat capable in an MMO would be problematic:

    - Even if they were, they would not be perceived as being equal. "That guy does 5% more damage than I do under specific circumstances! Nerf him!"

    - If they can all solo equally well, then they must also contribute equally well to teams or the team-oriented ones have an unfair advantage.

    - With no one 'needed' on a team there are no roles for people to learn, which makes teaming more problematic than it already is for some players.

    - With all players eqully combat capable, there is less room for customization. "But I want to put all of my points into doing more damage!" and conversely, "I want to give up combat capability in return for support ability!"

    None of this is impossible to overcome, but the question becomes "Why reinvent the wheel? How does overcoming all of these problems in order to do things differently help the game? Is it worth the extra money (playtesting, development) to even try?"
  23. A couple of thoughts:

    It always amuses (read: disgusts) me that the people who are out to break the rules expect to be sheltered by the rules. From the people who use the banner of RP to shield their intent to harrass, to criminals who attempt to use the legal limitations placed on officers of the law to shelter their criminal activities.

    A corollary of this is that people often take freedom (whether 'of speech' or 'as thou wilt') to effectively mean freedom for me and me only, with everyone else constrained by the rules (unless acting in my benefit). Not always but quite often, they will say or do something intended to offend, then protest the 'freedom' of others to remove them from their presence or otherwise curtail them.
  24. Fox/wolf tails, please. A variety of animal parts. Fingertip claws (somehow). Bestial run/leap, animated tails and hair (Yes, City of Furries, whatever).

    In addition, more assymetrical parts (one arm more bulky and muscular than the other), more ugly/horrific parts (bulgy veins, Medusa snakes for hair, holes through the body).

    Maybe more adolescent faces and some costumes that 'teenage mutant runaway' look and feel: ripped, burnt, frozen and otherwise powers/battle-damaged jeans, shirts, skirts and jackets.

    Perhaps a 'painful morph' costume change?

    Hmmm, what would make a good booster power? How about a self-rez on a long timer similar to Mutation that buffs you after you rez? Hee hee, maybe it would even temporarily change your costume to some horrendously mutant form?
  25. Here is how I divide thing, your mileage may vary.

    A normal human, by definition, has a Natural Origin.

    But a normal human who becomes a superhero usually has a second Origin, the one that is recorded on their heroing license. This second Origin is the Origin of the abilities that enable them to fight crime in spandex when doing so would ordinarily just put the average Joe in the hospital.

    Practically by definition, all superheroes can perform on an Olympic level nearly constantly. How?

    NATURAL: Your Olympic Plus abilities result from things like training (Batman), superhuman abilities that are natural to your species (Martian Manhunter), or having something follow you around and do things for you (Johnny Thunder).

    MAGIC: Your Olympic Plus abilities result from Magic. This can overlap with Natural and other Origins (Doctor Strange's magic results from training), but is more commonly the result of such things as a spiritual inheritance or grant from a nonhuman magical being (Juggernaut), possession of a magical artifact (Doctor Fate), or being a nonhuman being yourself that is specifically magical (Hercules). I divide Magic from Science here purely in the feel and intent of the writing, but a good rule of thumb is that if it blatantly handwaves physics without even attempting scientific technobabble, it's magic. Basically this one is up to the author, for instance Magical Girl Lyrical Nanoha uses blatantly technological devices with digital readouts and what not, but they are defined in that universe as magic.

    MUTANT: Your Olympic Plus abilities derive from a unique quirk of your genetics (the X-Men). I personally further define this thus: if your abilities are directly derived from the genetics of your parents, you are not technically a mutant (although you may detect as one, see Rachel Summers) but rather Natural (**** Sapiens Superior). Moreover, these abilities must become active 'naturally', through puberty or trauma; being hit with some effect that chemically or genetically (etc) changes you and also brings out your mutant abilities qualifies as Science in my book (the Hulk).

    TECHNOLOGY: Your Olympic Plus abilities are actually result of use of a (and here is the important part) unique device that cannot be replicated by normal (21st century earth, preferably real-world) science. Sure, Flight Rings may be common as dirt where you come from, but around here, they are Technology. If, on the other hand, your device is something that anyone (with an unlimited budget and copious amounts of time) could run around with, then that is more Natural. Iron Man is very borderline here, but I count him as Technology because he always has a few technobabble 'black box' secrets to his armor, regardless of the number of knockoff suits that get built.

    SCIENCE: To me, this is the catchall category. Nearly anyone who doesn't qualify as one of the others falls here? Splashed by energized chemicals? Bitten by a radioactive or genetically engineered animal? Survived the Big Crunch of a previous universe and the Big Bang of this one? All Science.

    A robot granted sentience does not necessarily possess any super human abilities that would make it more suitable to fight crime than your average Olympic athlete. On the other hand, it may have been built with a very powerful motor and an armored shell (Natural), or be built of Adamantium and have a Prometheus generator at it's core (Technology). Even if it can use Magic, are the spells that it knows the things that make it feel capable of fighting crime?

    In the end, it all comes down to what you put on your heroing license as the thing that qualifies you to fight crime by being something other than an upstanding citizen that likes spandex.

    Imagine: Your character is passing by a dark alley at night, when she hears a scream. Investigating, she finds a hapless citizen being menaced by armed thugs. Seconds later, she has defeated the thugs and rescued the citizen. When the citizen asks, "how did you DO that?" the answer that comes to your character's mind is her Origin.