Lothic

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  1. Lothic

    ZombCare?

    I think I read something somewhere lately about the Devs adding in some new billboard artwork again. I guess that's one of them.

    Like GG said.
  2. Quote:
    Originally Posted by Samuel_Tow View Post
    If you completely ignored the game's plot, would your characters and their actions still make sense in the game's existing setting?

    If a piece of story required your character to feel a certain way or perform a certain action that goes against their concept, what would you do about it?
    To answer your further questions I simply don't see this game's core "story" or "plot" as the same one that my characters exist in.

    Yes NPCs like Statesman and Lord Reculse are running around doing things in the game world. And yes my characters do things like TFs and trials that involve some of the NPCs of the world. But none of my character concepts rely on those interactions as a basis for their existence.

    Most missions are generic enough that if the "text" of the mission doesn't really fit my character I'll just gloss over the details. Most of my RPing takes place with other players directly or in Mission Architect arcs. As I said before the game's general "setting" is just a sandbox for doing what I want, not what it dictates.

    I have nothing against people who like to envision their characters directly as "Statesman's sidekick" or as "Arachnos agents" or the like. I just find no personal enjoyment shoehorning my characters to match those things.
  3. Quote:
    Originally Posted by Samuel_Tow View Post
    So, think about it and tell me this: Do you prefer to design characters who actually care about the specific events that the story tells about, or would you rather make unconnected characters who simply exist in the same world but mostly care about other stuff you make up for them?
    While I don't hate the "background story" of this game I don't beleive I've ever created a character that's directly based on and/or interacts with it in any meaningful way. I think the background setting serves its purpose to establish the world we play in. I simply choose to use it as a generic "sandbox" for my own character concepts and roleplaying.
  4. There's probably nothing "hard" about implementing Bright Pain Domination or Dark Empathy colors. These were likely simply aribitrary decisions along the lines of females not getting cigars or males not getting stockings to wear...

    Sadly the Devs decided (or were forced) to cut corners. Obviously they could have given all powersets Bright and Dark versions but each one took time to create. To save time they decided that coming up with lame excuses was easier than creating all the combinations.

    Hopefully these "excuses" will be fixed some day. *shrugs*
  5. Quote:
    Originally Posted by Arcanaville View Post
    To take this point in a serious direction, the difference between MMOs and PnP games isn't just the question of GM control. Its also that MMOs are shared consensus realities with a single set of rules while PnP games are really frameworks that thousands of small groups of players customize to some extent to generate a unique experience. Its unclear if the two are compatible with any level of technology, because there may be irreconcilable differences in culture. In PnP games, there is only a loose sense of being part of a larger world that encompasses all players playing campaigns in the same system. But in MMOs, there is a sense that everyone is playing in the same world with the same rules. It may actually be improper to compare a PnP "ruleset" with an MMO one because a PnP ruleset is really the sum total of a PnP framework and all of the collective (and sometimes unspoken) house rules that make up a gaming session. Those individual PnP rulesets may be too focused on the specific needs of its target group to be generalizable to an MMO.

    In other words, the very things that make PnP game frameworks successful might make them impossible to translate into MMO mechanical systems and vice versa simply due to the scale. Its more likely that with infinite technology PnP games can evolve directly into interactive custom simulations still focused on a small number of people, while MMOs evolve into more generalized simulations of large scale environments with less customized and more generalized physics.

    Or to put it another way, it may be that the fundamental difference between PnP games and MMOs is not the human GM or the rules or the computer technology, its that in PnP games the players and the GM ultimately craft the experience in conjunction, whereas in an MMO because of the sheer number of players all of them submit to the will of a singular authority to dictate the experience. These are two logically incompatible experiences, driven by scale. An MMO played with PnP-like participation fragments into many small experiences rather than one consensus one. A PnP game played with MMO-like participation becomes too authoritarian within small groups. That's a difference in psychology not technology and may not be ultimately resolvable by technology.
    Perhaps it may never be possible to "computerize" a PnP RPG experience. I'll leave that for the future to decide.

    All I offer is the proposition that if future computing technology can merge the current divide between what we currently call PnP gaming and MMO gaming into a new synthesis then perhaps there's a possible future for a truly balanced multi-player free-form powers based gaming system. Your "difference in psychology" between the two might not even apply in a hybrid such as this.
  6. Quote:
    Originally Posted by Arcanaville View Post
    I understand what you're saying completely. You're saying even though HERO is a well balanced system, its not well balanced enough for MMOs. I'm telling you HERO is not a well-balanced system period. And its years of success have nothing to do with it being a well-balanced system in spite of many of its supporters making that claim. This isn't just true relative to the requirements of MMOs, this is true within the scope of PnP games: its success has never been reliant on its numerical balance, of which it doesn't have much.
    All that you are telling me is your opinion about the HERO system. You have every right to your opinion. I'm just saying I don't have to have "an opinion" to justify my use of the HERO system as an example for this discussion. I'll simply let the fact that it's one of the oldest published systems around justify itself.

    I think we'll just have to accept that our collective definitions of "game balance" are not compatible. Yours seems to rest solely on numerical/mathematical analysis. My concept of game balance is willing to accept the human intangibles that will never be fully quantifiable. Decades worth of both playing and GMing games has shaped my experience in this direction.

    Just about any RPG system (PnP or MMO) can be reduced to a listing of logical inconsistencies if you let yourself be blinded into thinking that's all there is to it. It's a "not seeing the forest for the trees" situation: I see the forest, you see the trees. It doesn't really make either of us right or wrong about these things, but it does probably mean we will never quite see eye-to-eye about it either.
  7. Quote:
    Originally Posted by Techbot Alpha View Post
    Fine by me. YMMV. It still won't dissuade me from my opinion that, were it an actual 'balance point' rather than an oversight that has, like many things, been on the uber-massive To Do list for years, then it's a pretty stupid one. Again, in my opinion.
    Well I thought it was a pretty stupid 'balance point' for the Devs to ruin my Fire Controller's ability to have around dozen even-level Imps out at the same time too. Every player's going to have some opinions that fly in the face of the game's need to be balanced. Sadly the Devs' "opinion" on things will always trump ours.
  8. Quote:
    Originally Posted by Megajoule View Post
    Good judgment, on the part of the player and the (human) GM, cannot be assumed, automated, or enforced by software.
    This is correct in 2011. But again for the sake of academic completeness I'm willing to accept this may change after the Technological Singularity arrives. Imagine how cool MMOs will be once the PvE can be as flexibly ruthless as PvP can be now. Maybe even free-form power systems on a MMO scale will be realistic at that point.
  9. Quote:
    Originally Posted by Father Xmas View Post
    Ah no. It's not that simple. Well simple if you are designing items using a 3D Cad system, standard output format and all, not so much converting a bunch of game geometry data and texture maps.
    You do realize my post actually addressed this:

    Quote:
    Originally Posted by Lothic View Post
    Now I'll readily admit it might still be hard for people to submit standardized pics that a generic 3D printer can use. But that's not a problem related to supporting one game or another. If FigurePrints could overcome the hurdle of getting their customers to sumbit properly scaled artwork they could directly support making any type of figure for any game.
    The day will come in the not-so-distant future where needing application data specific to a particular MMO will not be required for this.
  10. Quote:
    Originally Posted by Snow Globe View Post
    Two points.

    FigurePrints already has most (all?) of the 3D data it needs from Blizzard to recreate all the items/characters.

    The "snapshots" are like City of Heroes' costume files.

    Edit:
    Ooh, this topic has been repeatedly mentioned since 2006.

    Arcanaville at one point posted what the figures would probably look like:

    She goes on to say in another post:

    And when she hedges what she is saying she does a good job at it:
    Well as you say people have be talking about this for a long time now.

    I never claimed that what they can do with generic 3D printing today is perfect. But I'm willing to make the reasonable educated guess that it won't really be too much longer before the technology will allow for good figures without the need for any proprietary game data. Again I'll just say that I was mostly reacting to Mr. Fries apparently shortsighted attitude on the matter.
  11. Lothic

    influence cap

    Quote:
    Originally Posted by darkangel32 View Post
    thanks guys, let me clarify why I think it is low, at one point i was like 2 billion ill never get that and then I got 1.7 billion in one day on my tank so at that point I was like wow, 2 billion seems low.
    Well you just have to remember that a lot has changed in this game over the last 7 years.

    Before the market existed the 2 billion INF cap was probably more than adequate for like 99.9% of the player base. Even today I would guestimate that maybe 90+% of players will never get close to pushing that limit.

    Maybe at some point the Devs will raise the limit, but I honestly wouldn't assume that's going to happen. Until then there's plenty of ways to work around it.
  12. Quote:
    Originally Posted by Techbot Alpha View Post
    Just like all those other things that have been changed and fixed over the years very fa-

    Oh, wait.
    Not like it only took them...nigh on seven years to remove the pointless -ToHit penalty from group fly?

    The reason can be as horribly simple as 'that and a million and one other things to do.'
    Again, I'm not complaining, although I do find my pets derping along behind rather annoying at times. I simply think calling it a 'balance issue' is incorrect and daft.
    I think you may be trying to equate an "annoyance" with something that could actually be defined as broken. Sure this might be one of those things the Devs have on their long "To Do" list. But I think it's just as likely that the Devs concider this situation as Working As Intended.

    There are many ways to balance a game that don't have anything to do with directly tweaking numbers. I simply think it's narrowminded to assume that this COULD NOT be one of those non-numerical balancing mechanisms. *shrugs*
  13. Quote:
    Originally Posted by Techbot Alpha View Post
    Calling slow pets a 'balance issue' is frankly daft. Having pets actually able to keep up with their owner would NOT break the AT in any way shape or form, and, honestly, anyone believing such needs their head examining while Arcanaville slams solid numbers directly into your brain.
    I'll say it more directly so maybe it'll sink in: If the Devs had wanted MM pets to be able to "keep up" with wherever their MMs go then they'd be doing that already. Stands to reason that there's a -reason- for the way things are.

    For what it's worth I have great respect for Arcanaville's ability to analyze mathematical minutiae. But frankly understanding how overall game balance works often requires a more universal view than slinging statistics. Maneuvering speeds and tactics obviously play a significant role here as they do for any AT.
  14. Quote:
    Originally Posted by Arcanaville View Post
    The part I was objecting to was the part where you said:

    Quote:
    That system has worked pretty well for 30 years because it prevents characters from being overpowered by balancing them with significant vulnerabilities.
    Ignoring MMO limitations completely, the HERO system is *not* even remotely balanced if you actually make any serious attempt to min/max it. And I'm not talking about weird tricky rule-bending exploits that all PnP game systems have, I'm talking about something simple like just taking all the defensive powers, or just focusing on a couple point-focused killing attacks. HERO's "disadvantages" were only interesting if both the players and the GMs played them straight. Even if you eliminate players picking lactose intolerance and coulrophibia quantitative disadvantages tend to be too easy to game, even for non-exploitive players.

    But mostly, the problem is that the points system is a little too simplified to make a balanced game as focused on the kinds of combat that MMOs have, even if you had a human GM in the driver's seat. Its not a good starting place to make an MMO powers system, and there isn't even anything interesting to learn from it except what not to do.

    I can see adapting something like HERO for a single-player game in theory, with some guardrails. But not an MMO.
    The problem with only responding to PART of a person's post is that it makes you look like you don't have a solid handle on what you're talking about.

    If you had bothered to read the rest of my post you would have seen that I already accounted for the fact that even though the HERO system CAN in fact be an effective free-form gaming system you have to be willing to be mature enough to accept significant character disadvantages (apart from lactose intolerance and coulrophibia) as a major way the game balances its free-form nature. I think even you will have to agree with my conclusion that the typical MMO crowd would never be able to accept that. Again I'll cite the example of how vehemently everyone balked at Kheldians' vulnerability to quants/voids for proof of that.

    Thus my main point, which apparently continues to elude you, is that even if you were to apply one of the most arguably successful free-form RPG systems that has ever been published to a MMO setting you STILL could not get a game that would actually work the way people want. To me a free-form powers selection system for a MMO is sort of like Communism - it sort of sounds like a good idea on paper but in practice the min/maxing ultimately never lets it work in real life. Even your renowned game theory skills couldn't mitigate the fundamental player desire to push a MMO's system to the breaking point. This is why a certain degree of class/AT structure will probably always be needed in MMOs, at least for the foreseeable future.
  15. Well all I know is that 3D printing technology is getting better and cheaper all the time. It doesn't require "special MMO character conversion software" related to one specific game. Even the FigurePrints page itself says it just uses "snapshots" of the way characters appear online. It shouldn't ultimately matter which MMO has more players or not for something like this.

    Now I'll readily admit it might still be hard for people to submit standardized pics that a generic 3D printer can use. But that's not a problem related to supporting one game or another. If FigurePrints could overcome the hurdle of getting their customers to sumbit properly scaled artwork they could directly support making any type of figure for any game.

    Call me silly but if I were Mr. Fries that'd be something I'd be working on right now.
  16. Quote:
    Originally Posted by Techbot Alpha View Post
    Disa- What? No, seriously, What?! MMs are, as far as I know, NOT balanced around an 'annoyance'. Balancing by annoyance is the most cheap and un-fun shortcut that is available.

    MMs are NOT ultimate, unstoppable killing machines like people keep harping on and on and ON about. MMs are balanced around a number of factors;

    1) They need pets up and running to have meat/metal-shields for their otherwise pitiful HP
    2) They need pets up to do any meaningful damage, due to poor personal attacks
    3) They have lower buff/debuff numbers than things like Defenders or Corruptors (unsure about Controllers)
    4) They usually have a higher focus on DoT, rather than the raw and usuaully higher burst damage of such ATs as Brutes, Scrappers and Stalkers
    5) They suffer far more from AoEs than other ATs, due to the relatively low health of pets, shields and buffs not withstanding.

    So, frankly, pets should be able to ALWAYS keep up with their summoner, because, frankly, they are the entire point of the AT and the only way it really survives.
    It'd be like telling a Tank "Oh, you're going to be really good at withstanding damage, but everytime you move your defense powers will drop as mini-pets and have to catch up to you before you can use them." It's that patently stupid.
    I never claimed that Masterminds are currently unstoppable killing machines. I just pointed out that just like every other AT they have their strengths and weaknesses by design.

    Personally I happen to think that a Mastermind being able to "outrun" their pets represents a tactical reality that Mastermind players have to account for to play smartly. Technically you can call it a limitation or disadvantage if you'd like, but I see it as part of what PREVENTS them from being unbalanced, unstoppable killing machines. A good Mastermind player can play their AT well DESPITE the pet movement limitations.

    Let me put it another way: Why do you think the Devs have never given us the types of powers suggested by this powerpool? My answer to that is that a pool like this would go quite far towards removing the tactical downsides to running an AT like a Mastermind. I doubt the Devs will ever consciously break an AT like that.
  17. Quote:
    Originally Posted by rsclark View Post
    Having a larger business is only beneficial if you make more money by doing it.
    Obviously. But small third-party businesses that totally rely on another single company for their existence aren't too smart either. What if Blizzard decided to start making their own figures like this? This FigurePrints outfit would be completely SOL.

    Companies that don't bother to look for other business opportunities usually end up shooting themselves in the foot eventually. It just sounded to me like Mr. Fries was effectively happy to keep his business stagnated and marginalized.
  18. The strength of pet-centric ATs (i.e Masterminds) is that they have many pets to use for attack and defense. This gives them advantages that non-pet ATs don't have. To balance that strength Masterminds have to endure the difficulties of maneuvering their pets and adapting to situations that are not pet-friendly.

    Basically your pet powerpool idea removes some of the built-in disadvantages that exist in the game mechanics to balance ATs like Masterminds. While your idea is not strictly a bad one I see little hope that the Devs would ever allow such a powerpool to exist without new pet disadvantages in place to counter-balance it.
  19. Quote:
    Originally Posted by Arcanaville View Post
    Quote:
    Originally Posted by Lothic View Post
    Actually a free-form power selection system might work for a superhero MMO like this if the Devs decided to go with a points based advantage/disadvantage system similar to how the Champions table-top RPG works. That system has worked pretty well for 30 years because it prevents characters from being overpowered by balancing them with significant vulnerabilities.

    But of course there'd be... problems adapting that to CoH
    Dear god no. The HERO system is not a well-balanced system. The HERO system is a system that offers GMs the tools to balance content against the players by ensuring that nearly every player power option includes an opportunity for the GMs to cause trouble for them. But that requires an intelligent GM to react to the players dynamically.

    The system itself is, in computer-controlled MMO terms, incredibly horribly unbalanced. And in fact the HERO system is self-aware of this fact: it specifically warns GMs where the dragons in the system are, and even warns them that there are certain things the rules technically allow that they should feel free to completely disallow if it makes a mockery of their sessions. That's a rule that all PnP games really have, and its why most PnP games primary safeguard against munchkins is the GM, not the rules structure. A good PNP rulesystem gets close enough for the GM to get the rest of the way. MMOs don't have that safety net, and their systems need to be far more air tight.

    Important to note: PnP systems first priority is to offer GMs enough tools to make controlled, reasonably balanced gaming sessions. Mathematical rigor is not a priority. But in a computer game, numerical balance has to replace GM balance, because there's no GM (smart enough to take over). The fact that the HERO system is, by numerical standards, incredibly unbalanced is not a knock: its an observation about a facet of the system that isn't critical to its success. The system is flexible enough that every GM running HERO campaigns out there can tweak the system to match their player and session requirements. The system has enough options to encompass all of that play, but no one actually uses them all to their maximum potential. That's a good thing. But in an MMO, its one ruleset to rule them all.
    Dear god, don't be so dramatic about it...

    I realize you probably don't remember when I've commented on this topic in the past but as a player of table-top games for over 30 years I'm quite well aware of the fact that it's the presence of a flexible -human- GM that makes most RPG systems work.

    If you read the obvious subtext (and Devil's Advocacy) of my post you would have realized that until MMOs can be run by HAL-like artificial intelligences that can adequately do what a human GM can do now the holy grail idea of a free-form power selection systems WILL NOT WORK.

    Maybe in another 30 or 40 years, when the tech to handle this arrives, this debate will be moot...
  20. Quote:
    Originally Posted by Greenykins View Post
    *cough* =P
    That's funny you just had a post about this.

    Well for what it's worth like I said this idea isn't exactly new - I thought about having a NASCAR/Mystery Men styled "chest" emblem for this game years ago. I figure the only reason it wouldn't work too well is because our costume creator probably can't easily put patch-like labels around our shoulders, upper backs and necks without accounting for different body sizes. Oh well...
  21. Quote:
    Originally Posted by Inazuma View Post
    Heh, they use their costumes for advertising space. That made me laugh.
    While that idea is still funny it's not exactly new. Like Lord_Nightblade said this all sounds more like a play on Mystery Men than anything else:



    It'd be funny if we could have a "chest emblem" in CoH that would simulate this.
  22. Quote:
    Originally Posted by Silurian View Post
    Ed Fries, founder of the company, was at Classic Gaming Expo last year, and I asked him if there was any consideration for supporting City of Heroes figures. Sadly, the short answer was that the player base was too small to be considered worthwhile from a business point of view. Here's to hoping that changes in the future.
    I can understand that reason on a certain basic economic level. But on the other hand it's sort of like he's saying, "The only way we can support a given MMO is if it's as big as WoW". Since there's not likely going to be another game (anytime soon) that'll be as big as WoW it almost seems like Mr. Fries is choosing to limit the potential to grow his own company into new markets. It's not like -every- game gets as big as WoW afterall.

    If I were Mr. Fries I'd be looking into how to make -any- kind of figure regardless of what MMO it's from. *shrugs*
  23. Quote:
    Originally Posted by Cptn_Courageous View Post
    The names of the AT's should reflect a more neutral position.
    I would agree that the Devs probably -should- have come up with AT names that were a bit more "neutral" in terms of alignment. But I'm of the opinion that since the proverbial damage was done years ago there's really no justifiable reason to change them now. It'd be far too much work for far too little benefit.

    Quote:
    Originally Posted by Cptn_Courageous View Post
    The real stickler is Corrupter which is too obviously evil.
    Sure one could make the case that the name "Corruptor" sounds too evil for a hero. But the real irony is that there's probably as many people who'd be pissed off to have their current AT name changed from Corruptor to Crusader as there would be who'd actually want their AT name to be changed to Crusader in that case. Changing fundamental things that have been in place for years will always be very problematic for a MMO like this no matter how well intentioned the change would be. *shrugs*
  24. Actually a free-form power selection system might work for a superhero MMO like this if the Devs decided to go with a points based advantage/disadvantage system similar to how the Champions table-top RPG works. That system has worked pretty well for 30 years because it prevents characters from being overpowered by balancing them with significant vulnerabilities.

    But of course there'd be two small problems adapting that to CoH:

    1) As others have said it'd probably be less effort to create an entirely brand new MMO at this point than it would be to retroactively make a free-form system like that work here. This by itself is more than enough to kill this idea.

    2) People who play MMOs almost universally hate anything that could be considered a character weakness or disadvantage. Basically no one would accept having to assign their characters a form of "Kryptonite" that could hurt them. People who play table top RPGs are generally mature enough to accept these kinds of things. But in a MMO? No, it'll never happen. Remember how completely whiny people were when they had to deal with Kheldians being vulnerable to Voids/Quants? It'd be like that times 1000. Such a MMO would fail in just a few months tops because 95% of players would instantly balk at it.

    TL;DR version: a totally free-form power system for a superhero MMO sounds like a good idea on paper. But it reality it'll probably never happen successfully without -some- level of structure that an AT/class system provides.
  25. Quote:
    Originally Posted by Noyjitat View Post
    Something has to be adjusted. It's still going to be a very challenging trial without an undodgeable death attack.
    Sure Superman didn't die or go to the hospital everytime he got a dose of Kryptonite. But it did usually slow him down and make him vulnerable to other things while he was thinking twice about his mistake. I realize that sometimes it feels like it but SR Scrappers are -not- supposed to be able to take on anything in this game without consequences and sound tactics.

    Clearly this new trial is currently among the hardest content in the game right now just because it's new and people haven't totally "figured it out" yet. That doesn't automatically make it unfair or broken. Rest assured in a few months time (and especially when we all have access to our top level Omega-like Incarnate abilities) this trial is going to be considered as routinely doable as all the others.

    Remember this trial is being balanced on the expectation of fully slotted Incarnates doing them in the long run - it's only natural that it be almost too hard now. Consider it something we have to grow into.