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Posts
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Quote:You assume arrogance on the part of the developers rather than ignorance on the part of the player base?Choose what I do, harp on their mistakes and maybe the Dev team will finally figure out that making design decisions based on arrogance is poor at best.
Which is more likely; that the developers are being allowed to make potentially game changing decisions on a whim or that the player base just doesn't have the insight into the whole of the game system or the direction of the game to always be right about how changes should be implemented?
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Quote:Actually, based on what Castle said caused the issue, the subtleties of programming are very much a part of what went wrong.The subtleties of programming barely enter in this case. Deflection of the issue via the standard code rant just doesn't hold water. The Shield Charge fiasco has developed because people weren't checking their work. Predicting every possible outcome and every possible bug was not required, just checking the power a handful of times before pushing it to live would have sufficed.
Your average developer is guilty of tunnel vision, they are tasked with making changes to one part of the system and therefore they concentrate strictly on what they are touching and tend to do positive testing only due to the changing nature of the environment in which they work. So the developer would have coded SC to allow for AT scaling and then verified that the AT scaling was working as designed after "just checking the power a handful of times".
I am not saying that what happened with SC could not or should not have been caught, I am simply pointing out the realities of software development that I see in my job everyday.
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Quote:I would hazard a guess that you are not familiar with the software development process. Predicting every possible outcome and squashing every possible bug is just not realistic.Thank goodness this is a video game. If it were an accouting firm or another business where calculations meant something the quoted poster would be out of a job.
And having forum posters catch these mistakes instead of double or triple checkin your work speaks bad about again quoted poster
The developers' environment is by its own nature a very insular environment; so what might be a bug on the live servers may not appear in their testing. Your average developer will tweak the code and then test, tweak again and then test again and repeat as many times as is necessary. The result is an environment that looks nothing like the target live environment.
Any staging or test environments are closer to but will still not match the live environment because of the fact that they change more often as revisions move back and forth through the testing and development process. Also, unless they are truly regression testing their test results will be specific to the changes being made with a given build. Add to that the fact that the number of players on the test server or live server far outweigh the number of testers employed by Paragon Studios and it isn't beyond belief that things that slip through the cracks will ultimately be found by the players.
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Brawler started a thread looking for input on how folks felt about replacing the existing Granite model and it looks like it's an all or nothing situation. If we get customizable Granite Armor we don't get to keep the current look.
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ON the day the servers go down a single message will be broadcast to each and every hero in Paragon City:
Azuria has not lost any powerful magical artifacts today.
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/e lozenge
Yeah I know, I've done that myself. I still laugh when I think of when I replaced the Rooted rumble sound with a snippet of Baby Elephant Walk.
I still like the idea of having something in game that streamlines the process. More customization > less customization.
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Quote:I'm not really sure why that is, but yeah. Doesn't seem like a power can do a teleport, THEN an attack, which is why the current teleport attacks do this with a fudge - a teleport and a summon at the same time, with the invisible "pseudopet" attacking as you're in the process of teleporting. Just like you can't attack two separate targets with the same single-target attack, so you can't Teleport AND attack, yourself.
Drat! Ah well, just add a spin kick or leg sweep animation to the end of the teleport, lower the damage a bit and add an unavoidable KD effect.
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Just as a nod to the direct PvP fans you could maybe add some instances within the maps where one on one combat would take place; some sort of bottleneck. Say both the heroes and villains are working their way toward an ancient power crystal in a museum. The stairs are impassable and the authorities have sealed the building with force fields so the elevators are the only way up to the next floor. The first team to hit the elevators picks one person to remain behind to slow down the opposing team.
The second team to arrive elects someone to distract that guardian while the others move on and the two combatants enter an instance where they do battle. The loser is sent off to the hospital and the winner gets to rejoin their team immediately giving them slight edge.
This actually throws some strategy into the game.
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Hmmm, multiple teleports could be self defeating. Animation times plus possible lag issues could be stumbling blocks. I like the idea of a single target attack that is a big upper cut or a flip kick (possible power customization options) that does fairly decent damage with a reliable knockdown secondary effect.
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Quote:I would like to see something like that added to the Teleport pool but I think that Recall Friend and Teleport Foe have far too much utility for either one of them to be replaced. You could possibly replace Team Teleport with some sort of teleporting attack but I think that the damage would have to be fairly impressive if you have to wait until level 20 to get the attack.Well, that's what Shield Charge and Lightning Rod do
And I'm okay with that. I'd just like to see these options for more
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Quote:IMO, most arguments for more melee type powers for blasters or a non epic ranged/defense archetype are simply attempts at creating a Dual Pistols scrapper. That's an argument for another forum though.I could start with the point that anybody who really thinks that Martial Arts makes for a Blaster Secondary power set does not, I repeat, DOES NOT, understand the archtype or the design goals of the manipulation sets.
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Quote:I honestly think that if they create a system where you only hear the changes that you make it would work just fine. It's honestly all I am interested in being able to do since it's my gaming experience that I am looking to "improve".You can replace sounds on your end that only you hear, but that is in YOUR files. making it so everyone could hear it would require you to put in on the server side..
Players could share files between themselves if they wanted friends to hear what their Energy Bolt sounds like at 3X speed with full bass or what have you.
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Quote:What I am reading is the addition of a mini equalizer or sound board that would allow players to modulate the existing sound files to suit their tastes. correct?Now that we can customize the colors of our powers, wouldn't it be great if we could customize the sounds for those powers? How about it devs!?
First order of business would be a "Slide Whistle" option for all powers!
Something like that sounds very cool. The coding could be a problem but more of an issue would be storage space for the literally millions of player created sound files. I suppose that you could have them stored locally on player's machines like they do with costume files and character lists.
It has possibilities.....
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Quote:Only so long as the animation consists of disappearing from one point and reappearing next to the intended target. From what I have been told the game system does not allow for a charging animation to cross the intervening space.Something that some games do to make melee viable is add a weak attack that charges you directly at targets. This would be a great addition to the Teleportation pool.
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Quote:The Mastery Origin enhancement idea was just something meant to make level 50s stand out from other high level characters. Icing on the cake more than anything; not necessary, just nice.Aren't 50's already getting a boost based on the hints of the incarnate system? Why do we need more? There are toons soloing +4/+8, AV's, S/TFs. The devs would have to keep programming even greater challenges balanced against these boosted 50's that "regular" toons, who don't choose to be boosted, will not be able to complete or complete as easily.
As for unlimited respecs, you can copy to Test server over and over and respec forever, testing out builds and such, as well as use things like Mids.
It is possible, if a bit clunky, to copy characters over to test and respec them there or even to use Mids just to look at the numbers. The suggestion for unlimited level 50 respecs was simply more of a streamlined way of handling it while thematically representing how a level 50 hero has attained complete mastery over their powers. It doesn't really unbalance the game; just something extra for hitting level 50.
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Quote:Okay but I can still have a kitten, right?Still no.
The game is designed around having and making new alts. The devs are not going to change their very most basic and fundamental design strategy because you want to keep your badges and have new powers.
/em sad eyes
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I can see the point to something like this even if I disagree with the OPs suggestion. IMO, level 50 represents the time when your character has realized their true power and mastered it. However, rather than a full respec of powersets why not create a system that offers level 50 characters unlimited free respecs complete with free Mastery Origin enhancements that are only available to level 50 characters and provide a slightly higher bonus than SOs. (35-40% maybe). The build would be viable for 24 hours at which time you either use an actual respec to switch to the new build permamanently complete with the boosted MO enhancements or revert to your previous build.
This would allow level 50s get another boost for making it all the way to 50 and they earn the ability to try out new builds easily before deciding on one that they like. Make this system the reward for competing a Story Arc and you get new content as well!
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Why do I feel like the booster pack name should be changed to "On the Center Stage"?
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A very cool idea!
/signed
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