NeverDark

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  1. Since it's been a while, it's time for an update!

    1.) There will be a new development video up within the next day or so, discussing how we created and adapted powersets.

    2.) We've moved into the testing phase. The first few playtests have gone beautifully, and we're extremely happy with how things have shaken out. Very soon (within the next week or so), I'm going to be looking for more testers. I'll post here and on the development blog how to sign up for those tests. We will be trying to record our tests so those of you who can't take part can still get a feel for how the game plays.

    We at Great Forge are overjoyed at how much support we've received so far, and we're kicking into high gear so we can have the game playable by November 30.
  2. To this day, Faces of the City is still my favorite City of Heroes work ever written. Thank you, Megajoule.
  3. Quote:
    Originally Posted by Khellendrosiic View Post
    This looks pretty awesome and I'll definitely be grabbing a copy whenever you guys finish. Any idea if you'll do something for villains? I've always been more of a red then blue guy myself, really.
    Quote:
    Originally Posted by Player99 View Post
    This seems pretty cool! Similar to the Superhero D20 system I've been making... mostly because a lot of it has been influenced by City Of

    Why did you guys only do the first 5 AT's, by the way?
    We've discussed adding the villain ATs, but not until we've got the rest of the game sorted out first. Kheldians and Arachnos are in the same boat.
  4. Quote:
    Originally Posted by IanTheM1 View Post
    My initial estimate (though vague) may have been farther off than I thought. Basically, IIRC, anything from Issue 0 to Going Rogue, outside of the few still-villain-exclusive sets (Ninjitsu, Pain Dom), is either already largely planned out or has a high chance of being included. Any post-GR sets (Street Justice, Titan Weapons, Water Blast, Nature Affinity) are most likely not going to make the cut for now.
    At the moment, my list is:

    Ranged Sets
    Archery
    Assault Rifle
    Dark Blast
    Dual Pistols
    Electrical Blast
    Energy Blast
    Fire Blast
    Ice Blast
    Psychic Blast
    Radiation Blast
    Sonic Attack

    Manipulation Sets
    Devices
    Energy Manipulation
    Electricity Manipulation
    Fire Manipulation
    Ice Manipulation
    Mental Manipulation

    Melee Sets
    Battle Axe
    Broadsword
    Claws
    Dark Melee
    Electrical Melee
    Fiery Melee
    Ice Melee
    Katana
    Martial Arts
    Spines
    Stone Melee
    Super Strength
    Superspeed Melee
    War Mace

    Armor Sets
    Dark Armor
    Electric Armor
    Fiery Aura
    Ice Armor
    Invulnerability
    Regeneration
    Shield Defense
    Stone Armor
    Super Reflexes
    Willpower

    Control Sets
    Earth Control
    Fire Control
    Gravity Control
    Ice Control
    Mind Control
    Plant Control

    Buff/Debuff Sets
    Cold Domination
    Dark Miasma
    Empathy
    Force Field
    Radiation Emission
    Sonic Resonance
    Storm Summoning
    Thermal Radiation
    Trick Arrow

    Anything not on that list is still under construction. Some sets, like Dual Blades and Illusion Control, are being set aside, as they're the hardest for us to translate in a way we're happy with. Others, like Energy Aura and Darkness Control, we just haven't worked on yet.

    Also, any set that is shared between archetypes, like Willpower or Radiation Emission, will not be the same between archetypes. Willpower on Scrappers, for instance, is getting a stealth power, while on Tankers it's getting a single-target Fear. There will be a video or a blog post on things like that later.

    Upcoming blog/video topics:
    Enemy Design - we tweaked some groups, like the Clockwork and the Banished Pantheon, to give them slightly more personality
    Powerset Design - a discussion on how we came up with new powers and how we adapted existing ones
    Debuffs and Mez - how we adapted debuffs and mezzes into a turn-based system
    Skills and Demeanors - what these systems are and how they'll work
    Our Failures - the system we have now is nothing close to what we originally started with
    And more!
  5. We here at Great Forge Studios have been working on creating the City of Heroes tabletop role-playing game for the past few years, and we're in the final stretches now. I've recorded a video discussing where we are right now and how far we have to go before November.

    This is our introduction video.

    Going forward, we're going to keep making videos like this one, as well as posting on our development blog.

    My three colleagues and I will be continuing to post on that blog and in this thread to keep you guys posted. We welcome any feedback you can give.
  6. NeverDark

    Not Goodbye

    I am deeply disappointed that that did not make it in game.
  7. Quote:
    Originally Posted by Demon_Shell View Post
    I believe he was referring to the Something Awful forums, but I think members aren't supposed to talk about it or something.
    Nah, I think that's the other place. Goons can talk where they please and not lose their neckbeard cards.

    It's a more abrasive place than here; coarse language is allowed, and the bitter rivalries here have nothing on the kind of grudge matches goons can hold. But they do love their games, and they're... not exactly welcoming, but certainly willing to yell loudly if you are.
  8. Heh, I can't think of any other way for Haet to go.
  9. Damnit, Fearghas, I was looking forward to getting hired and working with you.

    Take care, buddy.
  10. Ack! Johnny! How could I forget you? I'm terribad.
  11. Psst, the order on the list is most liked to least liked. I do accept bribes for higher positions on the list. Make checks out to my real name, Cash.
  12. Kichi - Cruse
    Haetron, aka Sovereign Fist - Statesboy, who got genericked 2 bars from 50.
    Arcaine - Penumbra Edge
    Black Jaguar - Mant-iKid, who became Centaur
    Graver - Absinthium
    Starchasm - Radey Ayte
    ScarfGil - Dragonberry
    IanTheM1 - Assembled Girl
    Hex - Cellflux
    Oak - Gothic Defender
    Tina Colossus
    Sun Steel
    Galaxy Gal, who became Quantum Shift
    Magpie and Wind
    Young Eagle
    Majadi
    Reawakened
    Psykera
    Suri
    And everyone else I forgot.

    We may not have all always gotten along, but you guys are family. I owe you everything. Take care, everybody.
  13. Count me in as floored that Tic Toc is BAB. I always wondered where that avatar went.

    All throughout college, my dream was to work for Paragon Studios. I wanted nothing more than to help make the game I loved. For the last few years, I've been working with three friends to create a tabletop game, based on Eden Studios' original model, in the hopes that we could demo it for the devs and the forums and maybe, just maybe, weasel our way in.

    So, thank you, Positron, War Witch, Castle, Synapse, Second Measure, Doc Aeon, Black Scorpion. Thank you for giving me a dream.

    And what about us? We'll always have Paragon.
  14. Quote:
    Originally Posted by EmperorSteele View Post
    In addendum to this, I say lower the end cost on Siphon Power. That's the one big thing that prevents me from using it, especially at lower levels.
    That's fair, especially since Kinetics gets tools to let it burn End faster early with no relief until much later.

    Quote:
    For IR, that makes sense, but I also kinda like that Kin has a few "skippable" powers. Makes it easier to construct a build.
    Skippable is just another way of saying bad. There shouldn't be any bad powers.

    Quote:
    Also, since IR is very easily perma-able (like, one recharge enhancement), I doubt the defense bonus would be allowed to be too much. If it was substantial (like over 5%), the recharge on the power would have to be increased, which would mean that it would fail in its primary function: a travel power. Unless you think it would be fun to "run out" of IR halfway through a jump, land in a pit, then have to wait 30+ seconds before you could jump out.
    I'll admit, this would likely kill its use as a travel power. I'm not sure that there's any way to reconcile "travel power" and "useful in combat". If I have to pick one, I'd choose the later.

    Quote:
    As per number 4, the devs have shown they can give powers different effects that last different amounts of time (like in Chrono shift, the +recharge portion lasts longer than the +Heal). So perhaps they could do something similar for ID: 2-4 minute Damage Res, 60 second mez resist. I think that would be fair enough =)
    I'm actually more interested in getting the Knockback protection to last longer than anything else. Its duration is low enough that to keep it up requires constant babysitting, and Knockback protection is the only mez protection that can't be used reactively.

    Having the resistance last longer would be nice too.
  15. Fulcrum Shift has the Psychic Shockwave problem: it's better than it should be, but the rest of the set needs help, so it gets ignored. Kinetics could use a couple of changes.

    1.) Increase the recharge on Fulcrum Shift. 60 seconds base, in a set with Siphon Speed, for a power that can cap a team's damage is pretty ridiculous. It's available every spawn. Increasing its recharge clamps that down without removing the strength of the power.

    2.) Improve the strength of Siphon Power. It's half as strong as each stack of Fulcrum Shift. Making it more potent would give the set better debuffing power and make the early levels easier.

    3.) Give Inertial Reduction +Defense. The power is practically skippable as is, especially now that travel is so much easier. Giving it some mitigation makes it valuable in battle, and it shores up one of the weaknesses of Kinetics.

    4.) Increase the duration of Increase Density. The reasoning behind the low duration on most grantable mez protection is that they're supposed to be used reactively. This doesn't work for Increase Density, because you can't reactively free someone from Knockback. Making it last longer means less reapplying, and as a bonus it makes the resistance last longer as well.
  16. Quote:
    Originally Posted by dugfromthearth View Post
    What is the entire game?

    solo arcs?
    street sweeping hellions in PP or BP in DA echo?
    soloing pylons?
    incarnate trials?
    pvp?
    Yes. If I'm looking to achieve extremely precise balance, I look at all of that. I know what will spawn in missions based on team size or difficulty, I know what will spawn outdoors, I know what will spawn in any given part of the game, and I take that into effect.

    I start by setting a baseline that I want all powersets to achieve, based on what content I want them to be able to accomplish. Then, I design powersets around that baseline, taking into account the variety in content, and, if I've done all my math correctly, I end up with balanced powers.

    If I find that players are not adhering to my initial content decision, I reevaluate. If it's possible for our two choices to coincide, I find that happy medium and rework powers so that they fit into the new design constraints. If our goals are too different, I decide whether my design goals are more important than the playerbase's desires (usually, that answer is no), and I rework my design again.

    Quote:
    There is a ton of content to choose from, and you can choose a character that does that content best
    Absolutely. The job of a designer is to make sure that all of those choices are equally weighted. No choice should be obviously better than the others.
  17. Quote:
    Originally Posted by Mad Grim View Post
    To be balanced they don't have to perform exactly the same in every scenario, they just have to have enough scenarios where they perform better/worse to average out.
    Precisely. If every powerset is equally viable across the entire game, then you've achieved balance, or as close as is necessary. Powersets don't need to be exactly equal in every situation, but if Powerset A is better than Powerset B in more situations than vice versa, or B isn't better enough than A in those situations, then you have a problem.

    Homogeny isn't necessary for balance, only for lazy design.

    Quote:
    Originally Posted by PRAF68_EU View Post
    But "enough scenarios" depends on game content design, rather than powerset design.
    You can't design powersets without taking into account content design. They're inexorably linked.

    If I create a powerset that functions identically to Archery - the exact same powers, damage numbers, endurance costs, everything - but make it do untyped damage, is it balanced?

    Of course not. It will outperform Archery in nearly every situation, because it will never be resisted the way Archery's lethal damage is.

    When balancing powersets, the environment in which they are going to be used is just as important as the internal variables that shape their creation.
  18. Quote:
    Originally Posted by BrandX View Post
    really only be possible in a game without classes and where the only difference in abilities amongst the players is graphics (not animation times).
    Not necessarily. It does require incredibly amounts of work, but it's doable.

    You have to build mathematical models that take into account an extremely wide variety of variables, but you could balance even something as complex as CoH.

    For instance, when balancing powersets within a category, such as ranged damage, you'd need to consider:

    1.) ST damage capability, as well as the value of ST damage
    2.) AoE damage capability, as well as the value of AoE damage
    3.) Animation times, and how they translate into DPS
    4.) Endurance costs, and how easily they can be circumvented through slotting or additional powers
    5.) Damage types, and how they relate to the prevalence of resistance among enemy groups
    6.) Secondary effects, and their effect on mitigation and DPS

    And that's just a start.

    It's a whole lot of work, and it requires well-built models as well as designers capable of thinking of design tools that can be easily expressed mathematically. But it can be done.
  19. Quote:
    Originally Posted by Rakeeb View Post
    One last thing - Arcana, you don't know me or what I do for a living. Don't you dare judge me. If you want to know what I do for a living, make a visit to Arlington.
    I design games for a living, and you know something? I agree with you. There are a great deal of balance problems in CoH, and to fix most of them requires an overhaul the likes of which would make ED and GDN look like a minor balance patch. Gutting IO Defense bonuses, massively reworking Incarnate powers, completely changing most powersets... I'd be happy to make myself more hated than Emmert to rebalance the game.

    But as a game designer, I also know that balance alone does not a good game make. It's only one of a number of factors that lead to a quality game, and sacrificing the rest of those to achieve balance is idiotic. And it would cost everything else that makes CoH good to get it in the shape I'd want.

    That's not a balanced choice.
  20. Quote:
    Originally Posted by Valorin View Post
    Forgive me if this has already been mentioned, but would it be possible to floor defense at 0%? This would allow adding defense debuffs into the game without excessively penalizing sets that have no (native) defense and put more relative value into having DDR for folks that are going to rely on defense.
    Quote:
    Originally Posted by EmperorSteele View Post
    The problem with this is that even con minions only have a 50% chance to hit you to begin with... and that MOST characters don't start out with any kinds of defense. There'd be little point in making Def debuffs only affect characters with +Defense short of specifically penalizing those characters.

    A -Def debuff is supposed to make it easier for a critter to hit you.
    The other issue is that it would affect players and enemies equally: if the defense floor is now 0%, throwing defense debuffs onto enemies without defense does nothing. If the reason a player can't hit them is due to level scaling or toHit debuffs, the purpose of those defense debuffs (making something easier to hit) is negated.
  21. Quote:
    Originally Posted by Evil_Legacy View Post
    Alright so they are separate from hit rolls. So how does the game decide when to hit crit or not and what method does it use?
    Once the combat engine determines that a power hits, it then determines if that hit should be a crit.

    (The following is assumption based on my programming of similar mechanics. The actual programming may be different, but it is unlikely.)

    To determine if a hit should be a crit, the game generates a random number between 1 and 100. If the number is below the crit chance, in this instance 5, then the hit is a crit.

    Quote:
    Sounds like a casino game to me. The more you play regardless how many times you lose, it mean the chance of winning increases after each loss? I've seen plenty people go into financial ruin with that though process.
    Basic probability theory.

    If you flip a coin, the chance that it comes up heads is 50%. That never changes, no matter how many times you flip.

    Let's say that if you flip n times and don't get at least one heads, you lose. What are the odds that you lose? With one flip, it's 50%. With two, it drops to 25%.

    Why? Take a look at the possible outcomes for your flip:

    1st flip heads, 2nd flip heads
    1st flip heads, 2nd flip tails
    1st flip tails, 2nd flip heads
    1st flip tails, 2nd flip tails

    Of those four outcomes, only one of them involves not getting heads.

    No matter how many times you flip, there's only one outcome that doesn't involve getting heads: every flip has to be tails. Every time you flip, you add 2^(n-1) outcomes, but you still only have one "lose" outcome, so the odds of losing go down as you flip more times.

    Quote:
    The more you play regardless how many times you lose, it mean the chance of winning increases after each loss? I've seen plenty people go into financial ruin with that though process.
    In this case, it's that the odds of continuing to lose go down each time you roll. In a casino, rolling costs something, and the reward for winning doesn't offset the cost of rolling enough to win.