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Quote:Because, instead of being run like companies like High Moon Studios, who's lead Dev is a massive (and awesome) geek, and Paragon, who are all awesome geeks and gamers, the 'Big Players' in the industry are run by money grubbing scumbag suits, like EA, Activision etc. They aren't making games for the sake of awesome gaming, which has the side benefit of people screaming "Take ALL my money!", no; they are instead trying to aim directly for the money. And making widdly-poor games while they're at it.
I'm sorry, bitter and jaded? What makes you say that? *CoughDIEEACough*
Well, we can all at least breathe a temporary sigh of relief that the Real Auction Money House and Always On DRM monstrosity has so far only really made an appearance in one major game so far, and that game is currently being ripped apart by massively negative reviews and even coverage in Forbes magazine.
To put it the way I was it written in one Amazon review, that threshold is the difference between gamers making games for gamers, and business people making products for gamers. -
What's changed in the gaming industry since CoH was born is the invention of downloadable content as a prime money maker and method of retaining players. Many players may be unwilling to move to a "sequel" because it could mean none of the special purchases they've made carry over.
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Quote:I think when you say "the army would still be a good tank" you run afoul of the fact that the devs, Arbiter Hawk at least, doesn't want to give an indestructible tank to a Dominator. If that's not a problem, the PA aren't a problem as is. If it is a problem, anything that preserves the PA as an effective and indestructible tank would still be a problem, no matter how many other limitations you give it.
Let me clarify: I would have included a Disbelieve mechanic if I had written this spell at the beginning of time, and only if we were forced to keep the Invulnerable aspect. A chance for the army to Phase on a missed Psi roll, at least, would create a threshold of risk where all 3 Phantoms could be inactivated at the same time due to a skill check. What we have now is a power that is active essentially 100% of the time once you reach the right Recharge threshold. Recharge isn't a contested attribute in most situations where the army is used, so the results are very undynamic. There also currently aren't a lot of good ways to make an enemy "immune" to Phantom Army like they are to other Control powers, without also making the enemy ignore Taunts, or letting them be hit by a one-off exotic mechanic. Having a control sometimes fail is an inherent aspect of their design, and Phantom Army doesn't do that nearly enough, IMO.
If I had the authority to make the army no longer invulernable, they would have the stats of the new Jack Frost. 25% Defense to all, 35% Defense to Fire/Cold (replaced with Energy/Psi). This would stack with Group Invisibility. A Dominator could soft cap them with some effort, but you'd have to remain within a distance of them for them to keep it.
More importantly, the army wouldn't get a free pass against every enemy that normally penalizes pets or adds, which is IMO is the truly egregious element of "Invulnerable," not just the not dying part. -
If I had to pick just one, and assuming average values and capabilities the rest of the league?
A Thermal/Sonic Defender running Leadership toggles and using (for most trials) Destiny Barrier. Switch to Clarion for UG and one entire team is Confuse-protected from the end boss as long as you keep Thawing them. -
A tricky but maybe interesting way to tame Phantom Army would have been to have some of their powers summon an invisible psuedo-pet that performs a ToHit roll against the target's Psi defense. If the psuedo-pet attack misses that army member is Phased for 3 seconds due to being "Disbelieved" by the target. Only some of the attacks in the PA's arsenal would trigger this. The army would still be a good tank, but there would be much more throttle to it.
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Second vote for Time/Sonic.
Specifically, I would probably go with Time/Sonic/Dark. Sonic is about to get a PBaOE crashless nuke with stun, and dark has that stun aura that drains HP, and Time has a Heal Over Time... and you can resurrect yourself if you die.
You could also go a route with Power Build Up if you wanted. -
My longhanded solution to -Endurance would be to make critter AI have a chance to "skip turn" and do nothing if endurance is below a certain value (think of how Scourge works on Corruptors). Part of the value of -Endurance in PVP environments (in this game or in games with "mana burn" type abilities) is the psychological aspect--"I'm close to running out of endurance, so I should run away because if I get drained dry I'm helpless." We'd just bypass the running part because that would just be annoying.
But messing with AI is always tricky so I doubt this would ever happen.
FYI that was essentially part of my solution to making Knockback more effective as well. Distance thrown = reluctance to pick up and start fighting again. (And in my perfect, perfect world where code is free, the difference between Ice Slick and other knock powers wouldn't be knock rate, it would be how long it takes something to stand up after falling, so you'd get a bonus for knocking them down or back onto the slick with any power, as a matter of strategy. Ah, dreams.)
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I think Numina offers a pretty awesome opportunity for a rewrite. If the Numina TF picked up the mechanics used in newer pieces like Death from Below, it would be possible to cycle the players through a series of fights where the player's level is changing, within an instance. You'd have to explain "why" this is happening but some made up thing about ghost magic or time warps would suffice. The importance is maintaining the "fight everything" theme, IMO.
Maybe have us fight some battles in one of those cool looking "floorless" rooms used within a few of the iTrials. -
No, and unsurprisingly that ability appeared on a class that an edition prior had been considered underpowered... sound like any arguments we hear around here sometimes?
What's craziest about it is that spell actually made it into the video game versions. So my Cleric would run up to a dragon with 4 or 5 copies of it loaded and just spam it until the boss instantly died.
In many video game representations of that ruleset, it's also possible for spell casters to simply outrun melees and never get hit or for melees to run away from spells while they are still "forming". In PVP in this COX actually this also happens; the "AI" (i.e. the other player) is generally smart enough to run out of "patch" powers of any kind if they can, which dramatically affects those powers and their value in the game. -
Quote:The reason why the system of +5 sword of thwacking vs +4 armor of unthwacking works is actually because GMs consciously ensure that the range of combat makes sense during play. You don't have players with +3 power scooters going up against enemies with +30 hand grenades. Which we had here. A human being wouldn't allow that to continue.
I'm not so sure.The Harm spell required a touch attack and drained you to 1 HP in one cast. If you dodged it I think you still took half damage. Poor dragons and mind flayers never knew what hit them. I miss being that overpowered.
(This is to say nothing of the various instant death spells that peppered the earliest versions of the game and the arduous process of getting a resurrection, if you got one at all.) -
Quote:Actually, its two things. One: human GMs that can bend the rules. Two: the rate of combat.
Setting aside regeneration is actually something you can't validly do when comparing the systems. How fast do D&D characters regenerate? That's actually the most important question you can ask about a combat system: what is sustainable? In most pnp games sustainability is extremely low. In CoH its far higher normally, and can be made even higher than that. That one difference changes everything.
What I was actually referring to is the absence of a soft cap. It doesn't exist because what amounts to enemy ToHit/Accuracy is highly variable. You can generally hit a point where you can expect most enemies to miss, but enemies with abilities that boost Accuracy and Defense are extremely common. Enemies with extra defense are also much more common where in CoX they are nearly absent or at least highly avoidable.
Some smearing of the soft cap does happen in CoX but the context is key. What's the probablity of finding a relevant group in CoX that cannot reduce your defense or increase its accuracy? What if in our theoretical MMO that group is also only really encountered on a far off island? What if that island is only really easily accessible to one class (maybe not even the one known for fighting)?
The mechanics need to basically work but the mechanics are not the game without any thought about level design, character mobility, or AI. PVP, where the AI is basically tuned to extremely high levels (according to some) tends to reveal how Stealth and Mobility can impact gameplay in the extreme, and sometimes in ways that require you to modify the values predicted by a model that cannot account for these elements.
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Quote:The world worked fine in the days of Roman numerals. It just works far better with Arabic arithmetic.
Well again I don't think he's saying (and I'm definitely not) that you don't want good calculations underpinning your design. The City of Heroes Defense system is a mess because of that sort of thing. Although what's interesting about that is the City of Heroes Defense system (ignoring Resists and Regen and so on for the moment) is essentially identical to the one used by Dungeons and Dragons for the past 25 years (1d20, 1 always misses, 20 always hits).
What's different about CoX versus D&D is the enemies. -
Quote:The time "lost" up front would almost certainly be paid back with interest very quickly, since less guess, test, guess, test would be necessary. Oh, you would still need to test, but if it was done right, there should be less iterations needed and rework is the bane of meeting schedules, usually much worse than process development.
I have had bad experiences with process development, but that doesn't mean it should be avoided or minimized.
I think the problem is people oversimplify the issue with RPGs specifically. I am not saying you shouldn't design with some idea of how numerical systems will operate. The City of Heroes defense calculations are a testament to that.
But I also think there is a widespread idea that even before a product launches you should be able to tell from a spreadsheet exactly how combat mechanics will play out. There is really only one way for that to happen in reality: your system has to be be highly predictable. Unfortunately, sustained fun and high predictability do not frequently get along. There are plenty of very well balanced Korean grind MMOs, and not a whole lot else.
To put this in CoX-explicit terms, anyone who says they can predict combat outcomes from a system where players are allowed to Fly, Super Speed and Teleport without actually interacting with those systems in a typical game environment is simply mistaken. It's impossible.
We also have to remember that we are not talking about a project a single individual would be creating. Game balance is a product that is a vision of a team, often driven by a Project Manager who only has so much time to review decisions. Over the long term, in an MMO in particular, it's not possible to maintain complete oversight of every system. The only way around this, once again, is to use very predictable gear/monsters/potions/etc.
A sequel to one of Schaefer's games that his team didn't participate in was recently released (I can't name the game by name I suspect) and did exactly this. It's a phenomenal flop--a gear grind game with boring gear, and where because of character movement speed and how that interacts with powers a subset of players was able to sidestep many of the excessively tuned abilities.
A final point to remember is that most games (and MMOs in particular) are broken at their most vulnerable spot. For RPGs this is usually the "farming spot." All that work you put into balance doesn't mean much if players can find an exploit in one place they can farm. Exploitation of this kind isn't a feature of combat mechanics per se, it's usually more a feature of level design, critter distribution, and AI.
[EDIT: I just re-read this and it sounds a little preachy. Not trying to lecture, I just have a lot to say.My apologies if it sounds like I'm chastising.]
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Quote:This is just one of those things where I've come to realize game designers aren't students of their own field.
Well what really strikes me about his approach is that he actually usually ends up with a finished game. For a small publisher, just getting the game out the door on a reasonable budget and having it not totally suck is a major feat.
There are so many small things that can wreck an RPG (action or not). I don't blame him for not running complicated models beyond basic assumptions about stat distribution, because in the end it won't matter if you find out one class can consistently use skill to dodge the monsters completely, because of the distribution of the monsters or gear, not because of the mathematical model underpinning the game. This specific scenario has played out in most games in one form or another. -
There is an interesting discussion about this very topic in this interview from Eric Schaefer (one of the creators of the original Diablo I believe). Not sure if I'm allowed to link it, but I don't think of the mentioned game as competitors, so here's a try:
http://thecriticalbit.com/2012/07/13...torchlight-ii/
I'm tempted to posit my own theory that most RPGs can be described as dishes that contain both "salt" and "pepper." A "salty" game tries very hard to be balanced across the board (WoW and AD&D v4 are core examples). A "peppered" game tries very hard to have exotic powers that aren't necessarily tied to a grand scheme (the old Gemstone games III/IV, a lot of old AD&D, and possibly Ultima Online in some ways tie to this idea). I would call CoH more salty than peppery overall, but it's definitely more peppery than a lot of other MMOs.
"Peppery" games specifically often spend a lot of time worrying about making sure players worry about the in-story meaning of certain critical spells/powers. Resurrection is a very common one, with death systems often being fairly drawn out, with the intention of making dying and coming back "mean something." (e.g. where in Gemstone and other early MMO-type games, perma-death was possible and resurrection was a complicated process sometimes requiring the aid of 2 or 3 other players).
Sorry if that overextended analogy made you hungry. -
Quote:More to the point, it prevents Tankmages at level 1. Most of the MMO design community still seems deathly afraid of this. If they designed a better game system to begin with, then they would have nothing to fear from giving players more freedom. Open power selection only results in a broken game when the game as a whole isn't designed properly.
Actually IMO what most game designers believe is that power balance is more of an issue of balance over time than an issue of balance at the flood gates. Or, if they don't believe that at first, they eventually believe it once the game has existed for a while.
Creating balance isn't necessarily difficult. Maintaining it takes a serious, dedicated effort though. Every member of staff has to be on board and continually maintain not just the powers themselves, but the monsters, the gear/enhancements, the potions/inspirations, the encounters, what happens when two or more power sets collide, enemy AI, and dozens of other factors.
This is basically why while it is possible to theorize about a perfectly balanced MMO, no one has ever actually seen one.
In the case of City of Heroes, had I been asked to work on this game 10 years ago, and saw in the plans that we intended to have players capable of flying during combat, I would almost certainly have blundered into many of the issues we now identify as mistakes. What I hope most people realize, though, is that in a slightly different set of circumstances flying characters could easily have been game breaking. Even seemingly innocuous factors like how fast players can move and whether to allow resurrection during combat can swing the balance of a game in surprisingly drastic ways. -
I happen to think City of Heroe's "Pick 2 swim lanes for life" is the most innovative and effective approach any games uses. IMO, it's about as close to free form as you're going to get, short of decoupling animations/power themes from power effects (e.g. Dark Blast is "Immobilize and DOT Blast" and you pick Fire, Ice, Dark, Rifle, Whatever animations).
Interestingly though, I deeply suspect that decoupling power visuals from their effects would lead back to the same arms race that free form powers inevitably does. Why ever play DoT Blast when Burst Blast accomplishes everything the best? I'm almost prepared to make the argument that power visuals are a major part of game balance.
Anyway, the complaint in a "free form" game always inevitably becomes not that it's not "possible" to do something but that there is no point because that combo is much less effective than more ideal options that are also, frankly, often just conceptually bizarre (I'll take Lightning Lasso, Healing Aura, Stone Skin, with Lizard Tail Punch, Tree Teleport and Giant Wasp Form... just like everyone else). What swimlane systems guarantee that free form and even skill tree systems do not is that no matter what lane you pick, the character is always functional and possible to balance while retaining a flavor or theme. -
Does anyone have further thoughts on giving Voltaic Sentinel a version of Conductive Aura like I mentioned above (the toggle power in Electric Control that slowly saps endurance)? Too powerful? I don't know what the pet modifier for -Endurance is offhand, but the power has a target cap of 10 rather than 16 and IMO could really help Electric out... maybe a little too much tho.
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Quote:I've read repeatedly that Explosive Blast does NOT do radial Knockback -- it only looks radial. It knocks things away from the user, which will be radial if you're standing in a crowd with enemies in all directions. If you're standing at range from the group, they should all be flung in the same direction like Energy Torrent.
I can't say I've definitively tested that, but I'm pretty sure I've seen it behave that way.
This is correct. It's true of most (all?) spherical blasts with knockback. It's also true if you have a spherical blast like Fireball and add a knockback proc to it.
Basically, knockback direction is usually (always?) determined by calculating the angle between the caster and the target. The location of the power itself rarely (never?) matters.
The reason some powers knock back in a direction different than the caster's apparent location is that they summon a pseudo pet, who becomes the "caster" for the purposes of knockback. Lightning Storm is an obvious example. A less obvious example is Jolting Chain, which summons psuedo-pets to do its work, and will tend to scatter lower level enemies because of it. -
Quote:Good point, the secondary effects can definitely be the best part of the deal, for certain secondaries, provided they go unchanged.
The proposed recharge is 90s, right? That'd give a 25 feet PBAoE -20% res to Sonic that'd up every spawn or two after slotting. Wow.
It would also make Atomic Blast a better AoE hold than controllers' dedicated, no damage AoE holds.
Seems too good to stay that way, honestly.
Atomic Blast can't be slotted for Hold duration. You're right about Psychic Wail being pretty incredible though. And Dreadful Wail will be one of the best powers in the game if it doesn't lose the -resist and slottable stun. -
Phantom Army has the problem of not being sure whether it is a control power or a single target DPS cannon. It's a really problematic power for a number of reasons. Personally, I'd consider it about as strong on most Dominators compared to most Controllers.
Illusion on Dominators as a whole would be somewhat more balanced now that Blast sets can nuke more reliably. But only somewhat. The base issue is that Illusion itself is a really old, really lopsided set that is essentially so overpowered in certain situations that the developers haven't touched other aspects of it in years. I always assumed this was because there is a tacit understanding that if they ever do touch it, they'll have to address Phantom Army directly.
Quote:I agree with you. There would be a deafening amount of screaming about it, most likely. But IMO the army should be both buffable and killable as a normal pet. (Your enemies, after all "believe" that you can buff and heal the army, and that they are possible to kill.)You could also make PA killable but have their toughness equal to that of Singularity of Animate Stone... -
Quote:Hopefully no one berates me over this but is it really so horrible if tanks got a higher damage cap? The tank still doesnt have fury and conceptually I dont see why they are in the lowest tier. If it was up to me I'd just give them the extra 100% potential. Not like they are always going to putting out that extra 100%. And if JB is still complaining even after that, well, we'll all just pretend he doesnt exist.
I wouldn't oppose it, but a higher damage cap isn't going to lift Tankers up much higher than where they are. I think the issue most of us have is not with the Tanker damage caps per se and more with posters who characterize Tankers as abysmal and pathetic characters unable to fight their way out of a wet paper bag. The language used to describe Tankers doesn't match the nature of the buff request. -
Quote:So you attribute CoH's success to its slow and outdated combat? Or would you spin it as "purposeful and relaxed combat"?
How about "role playing" versus "twitch?" And your description of CoX combat is pretty far off the mark anyway.
Regardless, those games are really weird things to reference if you're upset about CoX not modeling comic books. Game #2 is awful at it because Power Sets are treated as Classes. As I recall, at launch it didn't even HAVE a Invulnerability set (and I think it still doesn't). The game suggests building super strength characters using the Ice powerset! And it's so rigid that Electric and Plant characters are always healers, Fire and Ice are always tanks... wow that game was just terrible. -
There actually isn't a global modifier that makes most Confuses have long duration. The way most Confuses are implemented is by using the Ranged_Immobilized table. The reason they last so long relative to Holds is that each one of them is hand-coded to have a higher Scale.
The Controller AT modifier for Ranged_Immobilize at level 50 is 1.863. We get actual durations by multiplying the modifier by the scale of the power.
- The duration of Seeds of Confusion, Mass Confusion, Confuse, and Deceive is equal to a scale 20 Immobilize. (20 x 1.863 = 37.26)
- The duration of a standard Hold is equal to a Scale 12 Immobilize. = (12 x 1.863 = 22.356)
- The AoE Holds are currently equal to a Scale 8 Immobilize. (1.863 x 8 = 14.904)
Stuns do have a separate table all to themselves. At level 50, the Controller Stun modifier on the Attribute table is 1.863--which is the same as the Immobilize table. The reason Stuns typically last a short time is actually because of how each power is hand coded.- Flashfire and Stalagmites are a scale 8 Stun. (8 x 1.863 = 14.94)
- Wormhole and Heart of Darkness are a scale 10 Stun. (10 x 1.863 = 18.63)
- Beanbag (Assault Rifle) and Screech (Sonic Attack) are a Scale 10 stun.
- Cosmic Burst (Radiation Blast) is a Scale 8 stun.
Note that not all confuses use the Range_Immobilize table. Arctic Air uses the Ranged_Fear table. And World of Confusion uses the Ranged_Ones table--a table filled completely with 1s that doesn't vary by level or by AT, which is why World of Confusion has the same confuse duration on Blasters, Controllers, and Dominators. -
Quote:Also, I have to laugh at some of the people that keep pointing out Superman and Thor, the two heaviest hitters and heroic powerhouses of their respective universes, as examples of Tankers in this thread. Because when it comes to threads in the Tanker forum about improving Tankers, those same people deny that Tankers are supposed to be powerhouses, deny that it was the intent of the AT to represent characters like that and insist on keeping Tankers low damage rodeo clowns. Hypocritical much?
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Johnny, we've already been through a couple of times in other thread why damage and strength are not synonmous. How much strength is equal to an extremely high dose of radiation? How much strength is equal to an arrow aimed into an eyeball? How much strength is equal to stealing an enemy's soul? There aren't answers to these questions, because strength is not the same thing as damage.
In other words, Archery and Assault Rifle both exist in the same game because damage is completely abstract.
Also, Arcana summed up the level issue succintly. What you're asking for is for Tankers to beat everything, and while most of us have our disagreements with each other about other things, we also all mostly agree why that Tankers beating everything needs to not happen.