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Posts
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Joined
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Thanks TonyV. Yours is the first reasonable response I've heard to this abominable decision to shut down a great game. I'm willing to support the project in any way I can.
Even if it doesn't work out, it was worth a try. -
I run linux exclusively, so anything I try in the future will have to run under the wine emulator or involve rebooting into an old copy of windows (which I know I won't bother with). As far as I can tell, CoH, World of Warcraft, and Guild Wars are the only MMOs that run reasonably well under wine.
I'm permanently burned out on WoW, and never liked GW. So, I guess I'm stuck with single-player games. Dungeon Crawl runs native on anything.
Maybe I'll reverse-engineer the CoX server code and start a free server project... Yeah, probably not. -
Quote:I thought that stacked acid mortars got past that because the casters were two "pets," not the mastermind himself.The "effect does not stack from same caster" is put in place so that each tick of the power does not stack with the previous tick as their duration is always longer than the tick interval. Otherwise something like freezing rain would very quickly put things at the -res cap as it ticks so fast.
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Quote:Very well written response. I admit I was in a foul mood when I posted, and I don't really think that no development is happening. I just think there are old problems that aren't getting a reasonable amount of attention.First thing: Very, very, very, very few MMO's attempt to implement any kind of complex Artificial Intelligence routines in their games for two very good reasons:
- Computational Performance
- Network Lag
You make some good points. However, the quote above was not one of them. Making ranged pets stay in one place when commanded would simplify their AI, not complicate it. The server would simply leave them in place, treating them as if they were immobilized, until the mastermind released them. The code already exists. At worst, people would complain that pets' behavior had changed.
Making melee pets stay in melee would not be much more complicated. Treat them as if the ranges on all their attacks are no greater than six feet (whatever's appropriate). This would be trivial. Something very similar already happens when you hit an opponent with hurricane. It's possible, though unlikely, that reducing their ranges might cause them to get stuck running back and forth. I haven't seen that happen with range debuffs though.
The best point you make is that the developers (perhaps for some strange idea of play-balance) might not want pets to behave, even a little. If that's the case, then they're adding needless button-mashing to a class that already has plenty to do, in order to satisfy some hypothetical ADD kids.
It makes absolutely no sense for a robot to disobey simple orders. It doesn't even make dramatic sense, unless you're after comic relief. If you want my robots to disobey, do it in a big way. Have them turn on me and declare themselves my master. At least it would be more in the spirit of the comics. -
I keep coming back to this game every year or so, hoping someone's put in a little effort on masterminds, or at least the pet AI. I've been disappointed every time. I usually end up playing a controller for a week or two, then going on to something that's still under serious development.
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This is such a LAME problem from a programming perspective.
Here's a clue for you so called developers: If line_of_sight_check returns true for the mob to a player or minion, and line_of_sight_check does not return true from them to the mob, there's a geometry bug. The only exceptions I can think of would be easy to delimit cases involving placate or something similar, and that shouldn't affect the basic line of sight check anyway.
It requires ONE extra geometry check per attack. If there's a geometry bug, fix it NOW, not later. -
I love this post and agree whole-heartedly that there are too many people mired in the traditional MMO mindset playing this game. Please don't discourage them from spamming "ruhelar" though. I like to know who to avoid.
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Well, I tried the Bastion again today. Nice group with a tank, blasters, defenders, scrappers, and two controllers. Everyone was reasonably experienced. People listened to orders (not my orders, by the way).
Welcome back to the prison cells. All it would take is one extra boss to aggro (sometimes just the first one) and half the party is eating dirt before we can react. Oh yes, I'm so enjoying the new bosses. Let's just have a huge, scything blade at the entrance of the mission to save time.
But I'm not bitter. Heh. -
Well, I'll chime in with my experience. I just tried to put together a pickup task force (Bastion), and collected about 49K of debt. Admittedly I'm not the best player in the world, but we couldn't even break out of jail without getting our butts kicked. It stopped being fun after a while. The non-dedicated players will eventually get tired of this treatment and quit.
Still, the devs will do what they feel is best. -
I tried the speed on demand binds and noticed a peculiar problem. Any time I stopped moving after having selected a target (and done nothing else) within the last ten seconds, I fell to the ground. Then I tried a simpler bind:
BUTTON4 "powexec_name hover$$powexec_name fly$$++autorun$$++mouselook"
It had the same problem. When I hit the button during flight after having selected a target of any sort within the last ten seconds, I fell. Has anyone else noticed this?