Oedipus_Tex

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  1. Quote:
    Originally Posted by Riverdusk View Post
    I wouldn't mind a 50% uptime if it was actually a really good power.

    While I somewhat see your point, I think this is a matter of perspective. It's similar to the POV that DoTs are doing lower damage than one big hit because of the smaller individual orange numbers.

    To compare to other powers, what is "up-time" of Judgment? Is only being able to do extra damage some of the time really that different than only being able to throw Judgement ~2.5 times during that same time? Outside of the usefulness of burst, Judgment can be viewed as just another damage stream like Hybrid Damage is.

    I can't prove it, but I bet an Arcanaville type can show that Hybrid Damage does significantly more damage than Judgment over the long term for most characters. Just the 10% all-the-time buff to damage is actually not that far off from what I believe Aim gives some ATs over the long haul.


    Quote:
    Originally Posted by Necrotech_Master View Post
    if they wanted to make it cost too much then they could have made it some crazy number like 5 end/sec instead of the original design of 0.5 end/sec
    Some toons could handle 5 end/sec. Some Cold Dominators, for example, and possibly some people with Drain Psyche.

    But for most characters, keep in mind 5 end/sec means even if they just stood there doing nothing, they would run out of endurance in less than 30 seconds. That's assuming you had pretty good recovery and no other toggles running. Once you factor that in, and then factor in actually using powers, I'd wager on a melee character toggle dropping in about 8-12 seconds.
  2. The problems with the opposite of side kicking are often just as bad if not much worse.

    Example: Optimal way to run low level dungeons becomes having a high level player run ahead of a lower level party and just nuke the whole thing. It turns out it is very, very hard to design a game where this doesn't become the ideal in quest-driven MMOs. So the best alternative is to just give the low level character a partial but incomplete boost so they can at least do something. Some games just set up ropes that preent high leel characters from playing with low levels altogether, but IMO that's the most frustrating possible solution.

    CoX's level structure is IMO one of the most elegantly designed things about it. If I were designing an RPG it would be my starting point even if I didn't plan to specifically allow super sidekicking or exemplaring. Those two things work in CoX because level archetitecure allowed it. Other games often don't even have the foundation to make it work.

    IMO side kicking itself in this game is probably doing more these days to make it harder rather than easier outside of outright farming. Where you used to be able to assume at least half of a level 50 team was around level 50, I've been on teams recently where that was true for very few members and everyone else was in the 20s. The structure of leveling in this game might let you technically run around at "Effective Level" 50, but you still definitely feel your "Real Level" of 20 when you do it.
  3. Quote:
    Originally Posted by Trilby View Post
    Has anyone here noticed a pattern here?

    New trial comes out. It is slightly more difficult than last set. People come to forums. Much back and forth and I'm never gonna run it again hyperbole. An effective strat is worked out and posted. People follow it. People complete trial. It becomes easy and farmed.

    Has happenned the last few trials I've seen. Not saying Tyrant shouldn't get a little nerf though. Just to try and open up access a bit.

    Actually, no, I haven't seen that pattern. I have seen a pattern of people saying that is a pattern, but not that actual pattern.

    The actual pattern is either the complaints or the datamining or both eventually result in changes either to the trial itself to make it more attractive and/or easier, the buffing of rewards, or proposed changes to nerf trials that are more popular.

    Let's not forget how narrowly we evaded a nerf for BAF and Lambda that would have eliminated drops after unlocking certain slots. That outcome is important to remember for two reasons: it was proposed precisely because people were not running other trials in sufficient volumes, and it was revoked because players complained. People tend to count that as zero changes to trials when in fact it is 4: two to add the effect in, and two more to remove it.

    In this case it sounds like something is probably wonky, and if its the target cap, that's yet another change.
  4. I really don't think Hybrid is that bad. It's actually probably better than Destiny in terms of self-buff and I suspect for most characters it adds more damage over time than Judgment does. A 10% all-the-time damage buff is pretty substantial just by itself. You're basically picking up either a free semi-god mode, free Build Up and then some, most of the Leadership pool for free part time but league-wide, or... a sort of weird control power.

    Now, I haven't tested this yet, but I suspect that weird control power makes Dark/Dark Corruptors or /Dark Masterminds with an immobilize from an APP into something kind of scary, because its description says any mob that is immobilized and feared gets stunned, and you have a built in auto-hit stun to throw on top of that. I havent seen how this works yet, but it would seem anyone who either has an immobilize or fear already has a leg up there.

    Support looks bad on paper but is actually rather incredible, because remember these powers aren't baked into your build. You can change them between play sessions and the only real cost of any of it is farming up the salvage to own multiple powers. What this basically means is people can keep one Hybrid for farming or off-tanking or whatever and another for iTrials, because what Support basically brings is a part-time VEAT (or a full-time one who goes the extra mile). An organized league that staggered the buff cycles could run around with +60% defense to all when everyone is gathered before you even consider other boosts, which isn't practical in every trial, but might be in, say, most of the Underground.

    If I'm looking at the power correctly, Support basically at first looks like a weak version of Leadership pool powers, but if we're talking about using it on a 24 person league, its total value is actually way better than a free Manuevers, Assault, and Tactics, because it buffs league-wide and not team-wide. The defense buff is much better than Manuevers from what I can see in game. It does lack the extras of these powers (Taunt protection, etc) but I can't argue with free.

    If you happen to be a Force Fielder, I'm cautiously suspecting Power Boost + shields + big bubble + Support puts the every person and pet in the league under your bubble at the incarnate soft cap to all but Psi. Just eyeballing that on a Defender, you're at around 37 + 15 + 12 = 64 defense.

    I should note I could be wrong about the Defense values and it could be a Defense mod instead of straight up +12 (or +8) Defense, but the way its described by the power I assume it's +defense. Apologies if wrong.
  5. Difficulty is definitely a relative concept. So are fun and novelty. I've been spending time on another game's boards recently and listening to people taunt each other because they aren't leet enough to play at the highest challenge setting, and some of it is revelatory (it also demonstrates to me that compared to other gaming communities, CoX forum members are tame).

    This is in an Action RPG I know some of you will immediately recognize, because it is being touted by gamig magazines as some sort of revolution in gaming. This is a game where the developers decided to just let you respec the character at more or less any time, so there is no permanence to any decision you make (picture CoX if the character creation screen only had options like "Defender," "Blaster," etc. and then you could just pick whatever 6 powers for that AT you wanted at the moment). So on that face, the game is babified by our standards.

    But then there is this other component, that generates random-ish monsters of such absurdity that if CoX ever had something similar there would be riots. Like, an enemy with a damage patch you have to stay out of that also has the ability to teleport you into said damage patch and then freeze you in place. Imagine if the game just randomly generated Carnie bosses and Malta sappers with a list of randomly chosen powers, and among them were stuff like Glacier, Wormhole, Oil Slick Arrow, Hot Feet, Nova, and Battle Maiden's death patch, then at the same time it gave the boss 10x as much HP, plus farming these random enemies was the main way to get recipe drops. Behold, the future of gaming.

    There's something elegant about "cruise mode" in CoX.
  6. Quote:
    Originally Posted by EvilGeko View Post
    If I recall correctly it was .5 end/second. That's not exactly 'mega' in terms of endurance cost.

    You're right in a sense. Under the current structure of the game, .5 end/second is managable for some builds. But it was actually the fact that it was managable that got it in trouble, because the function of the endurance cost was meant to limit how often the power could be used.

    The real issue, overall, was that a lot of builds could manage 0.5 end/sec--if they went Cardiac Alpha and/or Ageless Destiny. A lot people commented (and I more or less agree with that feedback) that if Hybrid's only obstacle was endurance, selecting incarnate abilities would be a lot less interesting because most characters would be forced down the exact same route just to maintain the powers.

    (This is what led me to suggest to the developers in the original thread that we need a seperate "incarnate endurance" source, so we all enter on the same ground and cost management can be performed more easily on their end.)
  7. What's ironic about about allowing 8 person teams is that it actually narrows the search criteria down and probably ends up meaning you form as fast or faster than a team with a hard-cap of 4 (and the game balanced around that). Part of the reason CoX teaming works so well is that it the cost of picking up a "wrong" member is generally low. In other games, if one member is bad at his or her role, the whole team is in serious trouble. The fact that other games force you into very canned roles contributes as well.
  8. IMO the problem is they actually intended us to run the same content 5 times in a row per character. The trial was a farm before we started farming it.

    I don't want to criticize too heavily, because a developer's job is hard. But I do get sort of frustrated that they look at the popularity of BAF and Lambda, and then add more content to the top-end, instead of going "we need more stuff at the level of BAF and Lambda."

    If nothing else, if you really have to do the same trials repeatedly with no other options for advancement, they might at least make the story and cutscenes explain why the fight happens 5 times. Am I defeating Cole on 5 parallel worlds? Does each fight represent some kind of timewarp? That's easier for me to overlook on task forces, because they don't dictate their own terms of replay.
  9. Quote:
    Originally Posted by Zombie Man View Post
    There never was an option for *an* endurance cost.

    The original design was for *mega*-endurance cost that drained you completely if you left it running unless you changed your entire build to compensate.

    It was never designed at any point to be always on at it's current power level without significant compensatory adjustments by the player.

    If you preferred an toggle that was not mega-draining, you would have had to settle for significantly less power. Now, if *that's* your preference, then fine. That's totally understandable as is your disappointment. But if you wanted the big power, then a toggle that wasn't mega-draining was never yours to lose in the first place.

    Pretty much what Zombie said above is true. The original intention was that the toggle have a cost high enough that it would force a decision on whether to run it. Trouble is, that just doesn't work with endurance, because that means its cost prohibitive on some characters and a freebie for others.


    What follows is a kind of long suggestion that deviates from the topic at hand, read at your own risk:

    What I have suggested to the developers in the past is that we need a new type of endurance, "incarnate endurance" if you will, that recovers independentally of your core powers. I'll call it "Moxie" as shorthand.

    Just to give some background on how that might work, I'd consider having two values: Determinant Moxie and Expedient Moxie (DM and EM for these purposes). Both display on the same "energy bar." Essentially, some powers use DM (usually the most powerful ones) and some use EM (usually the more every-day ones).

    EM is basically like Current Endurance is now. It's used for casting most incarnate abilities expediently. Your EM bar can fill up to 50% on its own. To go higher than that, you need to first move your DM.

    DM is basically like Max Endurance is now. It doesn't recharge on its own. In this case, it's recovered by beating incarnate enemies, primarily, or else expending resources to refill it. It would be like if you played a bunch of trials, your Max Endurance stat could grow, and you use some very powerful abilities only at the cost of some of that Max Endurance.

    The reason for this set up is three fold:
    - Everyone enters into it on the same basic playing field, with no build having special advantages
    - It creates a decision-making cost for players when deciding when and how to use powerful abilities
    - It creates a reason to occasionally revisit incarnate trials and missions. If you don't want to, you can still use your EM powers pretty effectively. DM powers are intended primarily for the hard trials and you can use them a few times, but then they need to be recharged. This prevents simply having to completely block the use of any incarnate abilities in older parts of the game. You can use them, but they are really designed for the newer, more difficult areas, where they can be more easily maintained.


    Anyway, if I were setting up Hybrid under such a system, it would basically work all the time, but have a steep EM cost. Since Destiny and Judgement would be draining from the same pool, you would have to manage your Moxie basically the way they originally intended you to manage your Endurance, except everyone enters under the same playing field. You could increase your DM to give you more breathing room, at least until you unleash Super Mega Overpowered Nuke later on, or whatever other truly overpowered, but balanced-for-cost ability awaits up the incarnate chain.
  10. Quote:
    Originally Posted by Xyzor View Post
    That IS a cool idea! Something that would grant small team- or league-wide heals every time you damaged or 'killed' an opponent (for non-healers). It could add the new absorb mechanic on top of healing powers (for current healers) in the other tree. Or something that created a HoT pulse/pseudo-pet.

    A +recharge passive would pair appropriately with this ability, I think.

    I'm departing from the original discussion, but I actually wish they would abandon "proc on hit" mechanics altogether. That is unless they want to delve into normalizing power cast times. Fire Blast as the premiere healing set would be a funny outcome, although it's really not too far from where we are now, with Plant Control's Roots power being one of the best AoE blasts in the game.

    I would probably aim to just make it add power to your temp power tray. Left side PBAoE heal, right side Heal Other and Resurrect type powers. Or you could go left: AB clone, right: heal clones, so even a "healer" build could pick up the one side of it and benefit.
  11. If I were power-gaming a Defender build with a strong healing flavor, I would probably go with Thermal Radiation/Sonic Attack. In fact I really want one of those, just haven't found a suitable concept yet.

    I see lots of Empathy Defenders and very few Thermals. Not that Empathy is bad or anything.

    As a side bonus of sorts, although Thermal has debuffs later on, compared to Empathy its the heal-y set I usually find myself doing the most traditional healing with. Thermal doesn't have powers like Regen Aura or AB that recover HP without you keeping an eye toward health meters (not that it should only be on health meters).

    Otherwise Empathy/anything is at least suitable. I would personally like to see Empathy gets some small buffs--have its rezz either recharge faster or be an AoE, and a few other small things. But it's serviceable.

    I should add that if you want a really, really team-oriented support character, Empathy (or Thermal) Controllers are probably even more suited to that. Defenders hae better buff values, but in general I would say they are more Protector/Blaster than Protector/Protector.
  12. I have Polar Lights on a few characters mainly because I dont have to look at them too much. I just go with theme outside of that.

    One factor that might need to be considered in which ones are "best" though is their durability. I'm not sure how different the AI is for all of them but I had Seers originally and even though they seem way down that chart, they also seemed to die less than the lights do. I don't really watch what the pets are doing ery often, but it seems like the lights might charge at enemies more often. Or I could be totally wrong.
  13. Oedipus_Tex

    Medicine pool

    Quote:
    Originally Posted by New Dawn View Post
    Aid Self does.

    I was actually wrong. Aid Other doesn't have Stun Resistance, although Aid Self does, like you said.
  14. You could possibly add more by being more explicit. Stealth, Healing, Shielding, Tanking, etc.

    I actually think a Hybrid that turned you into a Healer, but only part-time, would be sort of neat, for example.
  15. This is a YMMV issue for sure.

    I wouldn't mind cut scenes if they showed more of the player team organzing to fight and less of the villains with the same script. Watching the same cut scene over and over is a bit tedious. We're not talking Hitchcock level suspense here.
  16. I should add one observation about the difficulty of iTrials. Players who have been around in this game for a long time had a pretty long time to run around at level 50 and kind of get used to the difficulty there, and then move up to the newer stuff as an added challenge. Players who have joined us more recently are now moving through the game and hitting incarnate content head on at level 50.

    However difficult the STF or LRSF might have once been, in my mind neither of them compares to the crushing brutality of the iTrials on an imperfectly built toon. My brother is a relatively new player who struggled on his way to 50. After a few months of iTrials he recently expressed his desire to quit playing. The reason is not that his team keeps losing. It's that he keeps dying over and over and over and that he is not good enough to contribute anything to the fighting. People call Lambda "easy" but for him it is clerly beyond his current skill level and is basically a death trap.

    I think we really need to be careful when we refer to something as "not difficult." Just because a team can carry a trial to victory doesn't mean some team members aren't being annihilated or made to feel sidelined.

    That said, I was one of the players who said in the beta the trial was boring. Not "easy" necessarily, but boring. I wish they had made it more thrilling instead of more crushing.
  17. The biggest challenge on Virtue last night wasn't finding a farm team, it was too many farm teams running and competing for members.

    What's funny about it to me though, is that of all the trials, a farm of this one is the only one I'm willing to lead. The stakes are relatively low. It's the one most similar to what the rest of the game is like, basically a radio mission for 12 people.

    Another funny fact: at least one of my farm teams actually wiped. It was actually a bit of a revelation to see each round of the farm go off because sometimes we rocked, and just changing a few players around, we would take a lot longer or even die a whole lot. I actually have very few characters who can face off against a full pack of IDF.

    I now have the slot unlocked on 2 characters (it takes about 5 runs per character). I'm unsure if I want to continue to unlock it on others. Farming the trial isn't exactly fun. But, I have to admit those 10 times to unlock it on 2 characters is a lot better than playing the whole trial 10 times over.
  18. I think she should take one of the names originally proposed for Desdemona: "Parable." If that is not already taken or trademarked.
  19. I love offbeat pieces like this one. I just wish the hat color didn't affect the hair color. Still it's a well done piece overall.
  20. Quote:
    Originally Posted by Organica View Post
    EVERY time. Yep. Every single time. "It's the worst trail ever! It's impossible to complete!" Blah blah blah. One week later... everyone's content.

    Whatever one may think of this trial, I don't agree with that characterization of the other trials at all.

    Around 50% of the trials had their content revised or their reward structures altered to entice to people to play them after their release. UG, MoM, TPN, and Keyes were all unmitigated busts upon their debut and were only revised specifically because people were avoiding them.

    But that's not all. The developers also planned to nerf BAF and Lambda rewards, precisely because we were all avoiding the other trials in favor of those 2. That change actually made it past the planning stage and into a beta, and was removed when players flipped their tops.
  21. I have no problem with difficult content existing in the game. But my interest in this trials is minimal at best. I wouldn't blink at an eye at its existence if it weren't the barrier between me and Hybrid.

    I will be farming this to get it out of the way. They've asked me to farm it anyway, I'm just cutting directly to the chase. I have little love for the incarnate trials as the sole source of incarnate advancement and would much rather have stuck to shards.
  22. Oedipus_Tex

    Medicine pool

    I think the Medicine power pool is fine as is. In fact, of the various power pools I think it is the most successful in terms of being an interesting and strategic build choice.

    I specifically disagree with Aid Self being a non-useful power to most characters. I try to take it on any character without a self heal. Working it into the build sometimes takes effort, but that's why it's a build choice. The various APP versions of Rise of the Phoenix + Aid Self while still invulnerable are very helpful together.

    Aid Other is a power I use less often, but everyone gets Lore pets. The main time I use it on teammates is when they self-rezz, because it shortens stun durations.

    While it is possible to cast Aid Self in the middle of combat, I find it more useful to cast it between groups. It significantly affects my survivability because I charge into every fight with full health. I also can save greens for actual combat. Aid Self is NOT a replacement for a power set heal. It's also not really that viable for farming. But in normal play I find it very useful. I've taken it out of builds before on the theory it wouldn't effect me much and found it made the characters (Blasters, Dominators, and Defenders in these cases) perform more slowly.

    My overall feeling is that if you feel Aid Other and Stimulant are useless, then if Aid Self isn't worth two power slots on its own, its just not a power for you.
  23. I know the former is probably "worse" overall than the latter, but how much pain are we talking? I've done Electric Control 3 or 4 times but never done Electric Blast anything. How much trouble am I make for myself?
  24. I don't post in the Suggestion Forum because it's hard to read screens like this:




    (For the record there are only about 5 people on my Ignore List, but in that forum that's enough.)
  25. There are some good explanations earlier in the thread.


    A game engine can almost be thought of as a partially written game. Its often more a matter of marketing than of an agreed-upon notion of what an "engine" is--basically its just pre-written code that the next team doesn't have to write. Are familiar with the concept of "plug-ins"? In some ways that is similar.

    Basically, the developers of the engine create a bunch of code that does some complicated things, then create user-facing functions that provide easy access to this code. So, for example, there might be a piece of code that available that says doRocketLaunch() that causes any projectile graphic to arc through the air. The team using the engine never needs to know how it works, just that it does work.


    In the case of MMOs specifically, its helpful to know that the graphics and the "database actions" are seperated. Essentially all of the important calculations take place on the server, and the graphics stuff happens only on the client's computer.

    Now, on top of "graphics" engines there are often "physics" engines, which may or may not be integrated. While graphics engines normally are most applicable to the client-side (that is, they only really come into play on the player's computer) physics engines might need to run on a server. For example, if an enemy gets knocked backward, where does it land? The physics engine needs to calculate this, or else cheat-y players could mod their game clients to trick the game into doing stuff it shouldn't.

    It's oversimplifying a bit, but there actually isn't a whole lot of difference between a MMO and a traditional website. The major distinction is that the MMO screen autorefreshes itself without you having to hit a Submit button or whateer. The purpose of the MMO graphics are to display stuff from the server and supply buttons for you to click on.


    Like I said though, the concept of "engines" is a bit nebulous and mainly a matter of marketing. In my own coding, I am known to refer to many closed systems as "engines." For example, the "Combat Engine" class I use for defining all combat features. In one small strategy game I started but never finished writing, the "CombatMechanics" referred to a class that defined various functions like doDamage, doHealing, checkAccuracy, checkIsDead, etc. Then each map the player played on had a reference to an instance of either CombatMechanics itself or a derivative class that overwrote certain features (so that I could modify how core combat mechanics worked based on the map the player was currently on). The core class and its derivaties all taken together are what constitutes for me the "Combat Engine."