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Quote:It appeared on me twice in the same day, and I had to petition both times, so I'd say it's showing up more often. This is one of these bugs that need to be patched ASAP, not because it's a major emergency, but more because I'm sure it's creating a serious workload for customer support that shouldn't be necessary.Judging from help chat, that bugged map has started appearing MUCH more often. I couldn't tell you if it was a patch or something done server-side or what.
Funny thing is, I ran into four bugged missions in two days:
1. A kill-all map was missing its last NPC. Praetorian Labs are not complicated places, I would have seen the NPC if it were on the map. Auto-completed that one.
2. The mission to save your Power Division team, where you check on Warrant and are told to confront Reese on the roof should point you to a roof access door. This door either did not exist, or was hidden by a wall machine. I had to petition this one and ask the GM to teleport me to Reese.
3. Next day, I ran into this bugged instance on a mission from Praetor Sinclair. Took me a while to figure out what the problem was. I petitioned and the GM teleported me past the bugged door.
4. Later the same day, I ran into the same bugged instance from Aaron Walker's first mission. Petitioned that, waited something like half an hour, left because my dinner was getting cold, made this thread, got a letter from Support, updated my petition and got a GM response within 10 minutes of logging back in. The GM teleported me past the door, I clicked the glowie and the mission completed.
I hope I don't run into that same instance today. That would suck. -
Quote:I'm probably some of the hardest audience to please when it comes to power balance and mechanics, to be honest, as I'm in the unfortunate position of actually understanding the numbers (for the most part) yet not finding any entertainment in gaming them. I know your stance that if a system is complex enough (while still being balanced) players will not be able to deduce a simple way to tell what's "better," but I'm sure that if I can't figure it out on my own, there will always be "the Arcana of that game" who will figure it out for me and I'll still end up in the same situation.Honestly Sam, I think any game I would have a hand in designing would be a game incompatible with many of your sensibilities. You can actually be presented with a choice in which you believe both options are worse than the other. That's a situation I can't avoid, because I really don't fundamentally agree with. I understand *that* some people think this way, but not really *how*. And since I would specifically present choices designed to challenge people to prioritize rather than giving them easy ways to have everything, I think eventually I would trip over this problem for the people who feel similarly. But I wouldn't change anything to avoid it.
We simply have different goals on the subject. You want to design a powers system that makes people think, a desire I commend you with. I, on the other hand, prefer a powers system that does not make me think, or at the very most makes me think once until I figure it out and thereafter allows me to forego the thinking and planning stages and just pick things based on what's coolest, rather than what's best.
In fact, my ideal game system would be one which allowed me to have a viable character of the theme and abilities that I wanted without necessarily knowing HOW one goes about making this. The meta-game in any game is uninteresting to me, at best a necessary evil, at worst a show-stopper. That's why I was one of the people (foolishly) arguing against real numbers back in the day - because I was once convinced that a game could be made where I wouldn't have to care about them.
My approach to building a character these days is fairly simple - take all primary and secondary powers, plus two pool powers for travel. The remaining four powers tend to be "whatever fits best." In this regard, I put my faith in set balance, in that I will pick the powers offered to me and trust the game to not screw me over. And for the most part, it doesn't. I've narrowed my AT preference to just the four ATs I can expect to run to my specifications without much fine-tuning, and I basically go without much forward planning. It's not that I can't plan or calculate, it's that I really, really don't want to have to.
Here's my problem with this, as illustrated by an anecdote.Quote:But there's another aspect to this you might be overlooking, and its also significant. I wouldn't exactly do it this way in a game I was designing from the ground up, but lets use CoH mechanics because we're all familiar with them. Lets look at something simple: SR toggles and passives.
Right now, the toggles are 13.875% defense, and the passives 5.625% defense. Unslotted, they are 19.5% defense total.
Right now, you can have just the passives, just the toggles, or both. Slotted, the passive is about 8.8% defense, just the toggle is about 21.6% defense, and the total is 30.4% defense.
The logical progression is to take the toggle first, then the passive. So your defense starts at 21.6%, and rises to 30.4%. Damage mitigation starts at 43.2% and rises to 60.8%. Another way of looking at it is that damage admittance (the damage that leaks through your defenses) starts at 56.8% and drops to 39.2%. Incoming damage drops to 69% of the original value. That's pretty good, and why its worth taking the passive (ignoring its resistances).
Notice, though, that the same thing would be true if the toggles and passives were reversed. If the numbers were switched, it would be the passives that gave the initial 43.2% mitigation and the toggle that was increasing the total to 60.8% mitigation. It would be the toggle that was, in effect, reducing incoming damage by about a third. That's attractive regardless of the superficial numbers on paper.
I would never reproduce CoH's broken stacking mechanics per se, but there are better ways to introduce synergy in a way where the passives would still be very strong, and the toggles would be weaker *on their own* but the combination would be stronger than the sum of their parts.
My very first character in this game was a Kat/SR Scrapper. I was determined to slot as much defence into his powers as I could, ending up slotting his toggles for 1 End/5 Def. The problem is that I simply ran out of slots at one point. I was determined to slot his passives with 6 Def, but when I actually ran the numbers and saw what kind of defences these passives were actually adding, I decided it wasn't worth the slots and left them all at just 3 Def, saving 9 slots to use elsewhere.
Now consider the reverse. If my toggles were weak and my passive strong, then I would have taken the passives first, and when crunch time came, probably not taken the toggles at all. They cost too many power picks, they cost too many slots, they cost too much endurance, and for what? Crappy percentages. No, thank you.
I feel that the basic notion is as you describe it. If it costs more, it should do more. What you're suggesting strikes me as Bitter Freeze Ray's balance. It does little damage, it costs a lot of endurance and it's very slow to come out. I'm really not interested what kind of synergy it has with its set at this point, it's just a bad, bad power. This is how toggles will be viewed. And I can guarantee you without without a shadow of a doubt that you WILL get the obvious question - "so if a toggle costs more and does less, why should I take it?" That's not a good question to ask about game balance, in my opinion. -
They should, because this is a legitimate question. In fact, I can name at least two movies that put a LOT of people out of their comfort zones: Saw (and its spawn) and the Human Centipede. Dubbed "murder porn," these are certainly not for everybody. More personally, I myself have written a story that the people I showed it to have told me was too dark and unpleasant for them to read, and asked me to either fix that in upcoming chapters or stop writing it, paraphrasing, of course.
However, when it comes to movies and especially books, there's a much broader field to choose from. When it comes to games, this isn't always the case. Of course, looking at Steam and its vast library of indie games, the choice appears much more vast, as for every mainstream game you've heard of on it, there are ten you didn't know existed, and some of those ARE disturbing and trying to take you out of your comfort zone. Amnesia: The Dark Descent comes to mind, though I happen to not share popular opinion on the subject.
This isn't a question about whether games COULD take us out of our comfort zone. They clearly could, as evidence to this exists all over the genre. It's a question of whether they SHOULD, in the sense that "true art is offensive" and any game which doesn't push people out of their comfort zone and "broaden their horizons" cannot be seen as true art. I believe it's safe to say that it's an accepted objective for every game ever made to be good. No-one invests money into making a game while deliberately trying to make a crappy game. Should we consider a game's tenacity in reshaping its players' minds to be just obvious an objective, or can we postulate that not all games need to be like this, and that it's perfectly OK for some games to cater to what players want to do anyway, rather than trying to "inspire" players to do something new or something they're uncomfortable with?
This question is most relevant to MMOs, because they're some of the broadest games ever made, at least in terms of the variety of activities they present. There's the social side, the combat side, the tinkerer side, the explorer side, the collector, the achiever side and so on and so forth. It's logical that the more aspects of an MMO a player is involved in BY CHOICE, the more of an investment said player will have in the game. I feel it is also true, however, that the more aspects a player is FORCED to involve himself in, either by coercion or system limitation, the worse off this is for the player's experience.
But that's just my opinion. I made the thread to hear other people's stances. If it's still alive, then I hope that it can still deliver that. And not get locked
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At the risk of getting mod-smacked, Champions Online tried this exact thing, and it didn't do anything for them. Since I've never seen player density as a compelling argument (I tend to only respect paying subscriber numbers), I have to say that this does not sound like something I'd like to see.
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By the way, it turns out I was wrong about where GM chat shows up. It shows up not in your active TOP tab, but in whatever tab you currently have active, top or bottom. It's where the "Active Tab" chat goes. You know that tiny little A on the end of the tiny little letter icons above your chat line? Like that

That just goes to show you how confusing this is
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Quote:I thought that might be the case, but I it's not with this instance. I'm talking about Aaron Walker's first mission. I ran this one a few days before... Call it Sunday or thereabout. The instance for this mission was not bugged. I don't know if it's possible that it was the SAME instance, just not bugged or if it was a whole different layout, however. My memory is foggy about that. Was there a patch between last Sunday and today that could have bugged this one?Those tactics normally work if the map/door is randomized among a set of possible map/door. Most Praetorian missions are not like that. The Devs specifically picked a specific map/door for the mission, which means, no chance for a different map for that mission.
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Quote:Base enemy to-hit chance is 50%, and defence is subtracted linearly from this. Because you can never be allowed to reduce enemy chance to hit you down to 0% (which would equate to effective immortality), enemy to-hit is never allowed to drop below 5%, so the most you can subtract from their 50% base is 45%.I, personally, find it odd that 45% def is twice as effective as 40%. I find it even weirder that 45% def means that a mob will hit only 5% of the time.
The reason 45% defence is twice as good as 40% defence is because at 40% defence, your enemies have a 50-40=10% chance to hit you, while at 45% defence, they have a 50-45=5% chance to hit you. Half the chance to hit, twice the chance to miss, twice the mitigation.
Neither of those is specifically programmed into the system, in that no-one sat down and said "We want defence to soft-cap at 45% and it we want it to be half as strong at 40%." This is just how the numbers work out when you run them through what are, frankly, pretty basic formulas, even with enhancement accuracy, native power accuracy and enemy level and class modifiers. It's lots of numbers, but at the end of the day, the numbers they spit our still behave the same. -
I'm going to keep this brief. There's a Praetorian Labs instance (P_Tech_Bio_30_Layout_03_01) which is bugged. It has an unopenable door before the final room that cannot be gotten past. I've called support for this once already, and I'm tired of waiting for support again for the SAME instance in a different mission. I'm off to dinner, but here's my question:
Is there any way I can force my current mission to somehow restart and use a different, non-bugged mission? Logging out and back in does not work. It just resets the mission, but it still uses the same instance. Abandoning the mission also does not work - the new mission starts in the same door and uses the same instance. I'm currently trying to see if abandoning the mission, logging off, shutting down the game and coming back in half an hour will fix it. But I don't think it will.
So, is there some other way I can try to force this mission to use an instance that can actually be completed? -
Quote:Actually, Bill, I'd be willing to bet real money with you on that part - call it $15 - that at this time next year, we will still not have seen a single solo-doable piece of Incarnate content aside from Ramiel (which is already in the game). Drop me a line around this time next year with a paypal address and I'll honour my promise if I'm wrong. And, no, I don't expect to be paid money if I'm right- A fair number of Incarnate-appropriate story arcs that actually have, oh, storyline behind them (versus the "go hit stuff" raids,)

Getting punched in gut also hurts less than getting stabbed in the head, but I'm still not going to appreciate getting punched just because "it could be worse." It can always be worse, but that doesn't make reality any better. -
To a large extent, the non-linearity of defence and resistance comes from how we calculate "mitigation." The formula for damage resistance itself is pretty simple:
FinalDamage = Damage*(1 - Resistance)
This a perfectly linear function, at least for a static amount of damage. The problem comes when you start comparing the damage you would have taken without resistance to the damage you took with it, which looks something like this:
Mitigation = Damage/FinalDamage = Damage/(Damage*(1 - Resistance)) = 1/(1 - Resistance)
This is no longer a linear function. I'm not sure what that one's called in English (fractional or rational, I think), but it is both discontinuous and infinite in at least one place. For Resistance values of 99.99999..., "Mitigation" approaches infinitely large numbers. However, for values of 100.00000...001, "Mitigation" approaches infinitely large NEGATIVE numbers (negative infinity). And here's the clincher - this is independent of the formula for calculating our final resistance numbers from our final stats.
What I'm saying is that no matter what you do to player stats, mitigation will always look like this at the end of the day. The only way to "straighten the curve," as it were, is to give players a diminishing return on their actual resistance from whatever fake "resistance ratings" you supply them with, and all THAT does is clue savvy players in on the fact that a resistance rating past a certain point is pointless because the returns are too poor. In essence, you're trying to suggest Defence/Resistence Diversification by wrapping it up in a mathematical discussion.
Resistance decreases damage taken my a percentage from that damage. Unless you mess with this fundamental mechanic, you will always end up with a fractional function that's discontinuous around 1.0 (100%) and tends towards positive infinity near that mark. Messing with this mechanic, furthermore, is really not something I'd want to try my hand at. The only other even remotely logical mechanic you can apply is a straight damage point nullification, where if you have a 150 resistance rating, it means you resist 150 points from every attack, but this is even more dangerous in that it creates far more situations of complete immunity and far more situations of useless resistance. At least when you resist 50% of every physical attack, you have the same degree of mitigation against both weak and strong attacks, and so the developers don't have to be as skittish about varying enemy damage levels.
P.S. I chosen to speak about defence as the explanations are more complicated but the formulas aren't much more complex. -
Quote:This is a fine idea in theory, but in practice is produces horribly ugly animations, as can be seen in any game which includes non-rooting melee combat, and there are many. For ranged attacks, this may sometimes be appropriate, but then at other times it might not. A lot of the beauty of an attack animation comes from a character's overall stance and pose, as most physical attacks are not just launched from the hands. In fact, people who try to punch with just the hand look positively ridiculous more often than not.No more animation lock. If you're in range to do an attack, you can do it, but you can still move around. Also, some method of canceling attacks.
Here's a thought experiment. Imagine yourself running backwards (a feat in itself) and throwing punches to an imaginary opponent running after you within an arm's reach. Now imagine how good this would look. Not very, no. When you treat characters like dollies, with their legs being a wheeled platform for their chest to swivel off of, then you get animations that are about as appealing as what I just described. You also get animations which are about as appealing as 1980s animatronics.
You'll notice that almost any pinup of a cool action pose includes an appropriate leg stance. Wolverine is usually crouching, for instance. You'll almost never see a character doing an over-arm swing in one direction while his pelvis points 90 degrees to the right with his legs in a running motion. Because that's silly.
Our competition has one set for swords and axes. The result of this is that the set looks ugly for BOTH swords and axes. Each specific weapon class you try to make a set for is used in a different way, so to try and design one set of animations that fits all of them just ensures that this set of animations will fit none of them. We see this even here with the Broadsword/Battle Axe/War Mace family - the animations are so generic that they don't really feel appropriate for any of the weapons. Broadsword, for instance, has no thrusting attacks, which a sword should. Moreover, if these sets ever got separate animations here, I'd like to see them get animations which fit the weapon in question, rather than more generic ones.Quote:I would also homogenize some of the sets. They could set up a sword set that had a function similar to swap ammo. You click it, you go from katana to broadsword to dual blades. Give the swap a cool down to keep people from swapping in the middle of attacks and abusing it, give the individual attacks different functions based on what weapons they're using. Katana is fast, small hits, broadsword is slow, heavy hitting, dual blades uses the combo system it does now.
Then there's something like Dual Blades. This is a set which has numerous stab attacks. I've been through the whole process of people telling me about how you can totally thrust forward with a hammer and it would totally hurt as much as being stabbed. I still don't buy it. Hell, it looks stupid with even some of the swords we have, let alone with spike-less axe or a flat mace.
And if you DO make concessions for each of these sets having different animations, then there's really no reason to have them be the same set.
I'm not sure how well this would work. "Character stats" are one of the things I hate the most about not just MMOs but conventional computer RPGs in general. That and gear. I'm not sure why adding "permanent equipment" is seen as a good thing, but I'm much happier with how City of Heroes allows me to customize each of my powers individually, rather than customizing my entire character in some sort of compromise between all powers. If you look at most contemporary RPGs, you'll note that most of their skills can only ever be upgraded along a linear path. Fireball -> Fireball II -> Fireball III and so on. What part of the power improves with each upgrade is a whim of the developers. Here, by contrast, I can pick which aspect of my fireball I want to enhance, and I prefer it that way.Quote:Enhancements would no longer go into powers, but would be applied to various aspects of the character. Essentially, enhancements would become permanent equipment.
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I don't want to seem like I'm picking a fight here. However, IF City of Heroes 2 ever came out, I don't want it to be more like all the other MMOs I didn't subscribe to, and the above suggestions go in exactly that direction. -
Quote:Situational adaptability requires situational awareness, and quite comprehensive such. The first thing I did when I made my Dual Pistols Blaster was to download Arcana's spreadsheet of enemy resistances, and the things I found surprised me greatly. Some resistances are obvious, like robots resisting lethal damage or robots resisting psi damage, but I wasn't aware that Tarantula cyborgs in general resisted almost everything, or that either DE trees or DE mushrooms are weak to fire but not lethal while for the others it's the reverse. I'm already forgetting much of what I learned from that spreadsheet.I was speaking to use. You might think combos are easy to use, but subjectively, I don't think they're easier than switching on an endurance-free toggle when you want to.
Dual Pistols in general is almost a sucker trap, in that it gives you this apparent adaptability, making you believe that you should know which ammo to use when, and the fact of the matter is that the end results aren't all that different from one another anyway, so you can never tell if you're doing something wrong, if you don't know enough or if the set's basic design is just screwing with you - which is usually the case. And then on the flip side, if you DO choose to "just use incendiary," you will inevitably meet with people who browbeat you over it like you're some knuckle-dragging idiot who picked the "simple" option where one doesn't have to think.
It's a design that sounds good on paper, but I've never seen it work out in practice.
I'm not sure I agree. Look at Broadsword. It's a set that has 7 out of 9 attacks that consist of "swing sword," and there aren't all that many ways to swing a sword. In fact, the set ends up doubling up on its own animation, with Head Splitter constituting a slightly more brutish version of Hack. Axe, Mace and Katana notwithstanding, Dual Blades is in a similar situation - it consists of slashes and slices from beginning to end. Even Super Strength isn't all that different, though that does demonstrate what lateral thinking can produce.Quote:With arrows, an archer has many ways they can shoot an arrow or multiple arrows at a time. A pistol only shoots 1 bullet with 1 pull of the trigger. You can't line up 5 bullets in the barrel and hope they all come out when you pull the trigger. And you can't shoot anything other than a bullet since you're not going to shove a rock, bomb or net into a bullet.
What I'm saying is that a set can be cool and different and interesting enough on its own without having to have a "sore thumb" gimmick on top of it. It comes down to art design, visual effects and power balance.
A while ago someone reminded me that Dual Pistols actually uses TWO pistols, taken out of context. This got me thinking if that basic nature of the set couldn't have been used in some way. Roll with me for a while as I think out loud:
Suppose you have each attack only concern one pistol, allowing the player to mix and match attacks if the player chooses. Such a thing WOULD make for a complex, probably unintuitive control scheme, but it would also allow one to, say, choose to do an attack and a short-duration stun by mixing an attack with a stun, or a stronger attack by mixing an attack with itself, or a stronger stun by mixing a stun with itself, or an attack that has two different components to it by mixing two different attacks. I'm speaking off-the-cuffs, so chances are I'm not making much sense.
I'm not an opponent of innovation, so much as I'm an opponent of innovation for the sake of innovation, rather than for the sake of good balance. I wouldn't be against a gimmick if it felt like it worked to the set's benefit, rather than detriment. I've complained about DB Combos quite a bit, but at the end of the day, they work, and the set is fun to play with them, once you figure them out.Quote:I don't disagree, but now you seem to place yourself as the opponent of similar innovation. It's not necessary, really. People complain that DP doesn't outshine other blast sets. People complain that the animations are way over the top. That the set lacks specific powers. You have to understand that there are a *lot* of different views how things can and do turn out and not everyone will be pleased in the end. I'm just saying, what we got is what we got. Not much use bemoaning on what could have been and seek to improve with what innovations we have.
The reason I speak against Swap Ammo is because of how things are balanced around here. If what you describe were possible - that Dual Pistols could get decent numbers on all ammo types - then I would be all for it, but that's not how Castle balanced things, and I've no reason to believe that his successors would be any more lenient. When it looks like a set has more tools at its disposal, the developers WILL cripple ALL of these tools to balance that versatility, to the point where not only is a set no longer versatile, it's actually not even any good.
To me, Swap Ammo is a death sentence for Dual Blades, because it condemns it to a jack of all trades, which means it will never do anything well. The only way we're ever going to see an improvement in the set's numbers is to lose some of its functions, because a set that has many uses AND is strong in those uses is seen to overshadow all others. Martial Arts is practically the poster child of death by versatility, and most of what has happened to save it over the years has come at the price of crimping that supposed versatility for more solid performance.
Basically, I don't want to see the search for novelty to produce a sub-par set. I'd sooner have a set that works than one which is eccentric but not very good. -
Here's a quick thought experiment - can you tell me off-hand which of your chat tabs you would look at when expecting a GM to get in touch with you? Do you know which channel it shows up in? Because the answer might surprise you. GM personal messages show up with a [Tell] tag in blue text, but they do not show up in any of the chat channels we have control over. Instead, they show up in whatever is your currently-active "top section" chat tab, and only in that one tab. If you swap tabs in the middle of a conversation, that conversation will follow you through tabs, but if you swap back, you'll be missing a chunk. If your currently active "top section" tab has combat spam in it and you're fighting at the time, or if you have busy global channels active in it, GM chat will get scrolled off the screen before you even know it happened.
My suggestion here is simple: Let GM chat show up in the regular channel for personal messages, and show up in whatever chat tab I have personal messages put in. I suspect the idea is for ANY player to be able to see GM chat regardless of that player's chat tab settings (say, a player who doesn't have personal messages in any of his tabs), but that doesn't mean GM chat can't show up in the tells channel AND whatever your active top tab is. I mean, [Admin] messages about server shutdowns broadcast to all tabs, so why can't GM chat?
Furthermore, why does GM chat show up in a TOP tab, when the game by default puts all of your personal chat in your BOTTOM tab? Even if I were a brand new player, I'd still be seeing GM chat in one tab and responding to it in another, creating two monologues instead of one conversation, which makes following instructions rather more difficult than it needs to be.
And, really, I know where to look for GM chat because I've been in contact with them many times before, so I've deduced how it works. But the first time I called for a GM, I never even saw the tells because they weren't where'd expected them to be and they looked like NPC chat at a glance. And the only reason I bring this up now and not anywhere in the past seven years is because I've had to call for a GM twice in two days now, both over map geometry blocking doors and making missions uncompletable, and this AFTER I used my mission drop feature to complete a defeat-all mission with NPCs missing from it. Once in a blue moon, GM chat is tolerably bad, but there really is no reason why it can't be GOOD, instead. -
Quote:Like I said - it's probably an unpopular opinion to have. I know a lot of people were overjoyed at the Swap Ammo mechanic.Archery and Assault Rifle had something of a problem, they needed to be a set about "shoot weapon" but you can't necessarily make a set full of "shoot weapon" because you'd get, maybe three attacks from that. In addition, it begs the "what makes you so special you think you can take on Recluse/Statesman" question when all you do is "shoot weapon" So assault rifle became every type of heavy gun in existence and Archery got a healthy dose of fancy arrows.
I do want to say a few words on Assault Rifle and Archery, however. Originally, way back in Beta, "Assault Rifle" was actually a set called Heavy Weapons or some such, and you pulled out a different weapon for every attack, hence why we have an attack called "Sniper Rifle" and the propensity of shotgun ammunition, as well as "Flamethrower." As I hear, the redraw proved too visually annoying (even if it didn't slow the set back in those days, with power animations padded to account for it), so the set was unified into the same one "frankengun" or "omnigun." This is why you'll see a lot of arguments around the forums that "Assault Rifle isn't an assault rifle set!" Because... Well, it isn't. It's a "mish-mash of different weapons that were made to share the same model" set. That's why I don't like to use it as precedent.
Archery, on the other hand, is very much "shoot arrow" from beginning to end. Note I say Archery, not Trick Arrow. It is, basically, Shoot Arrow, Shoot Arrow Again, Shoot Many Arrows, Shoot Arrow That's on Fire, Shoot MANY arrows plus Shoot Bomb and Shoot Rock. And, really, I like the set for it. Sure, I'd have liked it to be a little more fancy, such as faster arrows with more visceral hit effects (than just "thunk"), but the set is pretty much what I'd expect out of a set about a bow shooting arrows. All the actual fancy tricks you can do with it are relegated to Trick Arrow, and I'm personally happier for it.
I fully believe you can make a weapon set awesome without deviating from what that weapon set actually does. To sidestep the issue for a moment, you can make a sword set awesome even without including attacks where you shoot things out of the sword or where you teleport with it, or where you imbue your sword with different elements. Dual Blades, I believe, proved that - make a set with effects and animations which convey the superhuman nature of the character, then put in a mechanic which revolves around cutting and stabbing things with your swords.Quote:But, type of weapon aside, it makes Dual Pistols look "boring" compared to exploding/fire/hammer-space thousand arrows and sniper rifle/shotgun/assault rifle/flamethrower Franken-guns to just have normal gunning and makes it not stand out from the other "blast" sets. Dual pistols also needed a unique mechanic, since that's the (awesome) new trend in power-set development. Swap Ammo allows dual pistols to be more than just "shoot gun" without making you have to use pistols, laser guns, air-tazers, and mini-crossbows.
You don't really need special conditions for a set to be awesome. You just need to approach it with enough visual flair to where the set stands on its own and isn't just a palette swap with another set. Dual Pistols has that, in spades, both with its amazing animations and with its actual internal set structure. JUST Piercing Rounds is enough of an innvoation to change how a Blast set plays, and its "nuke" is one of a kind, and awesome to boot. To me, the set would have been perfectly cool and perfectly unique even without Swap Ammo. In fact, I feel that the set came out WEAKER because of it. -
If you have a few years to spare, maybe. Saying that Trials are faster than conversions is like saying that Earth's escape velocity is faster than a brisk walk. Yes, it is.
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Quote:That's kind of my point, though: It's an oddly specific gimmick to use. Maybe I'm missing context not being an avid comic book fan, but the biggest variety I'm aware of in pistol ammunition is between bullets that make different kinds of holes. To put it in perspective, what I was expecting the Archery of Dual Pistols, and what I got was the Trick Arrow of Dual Pistols. Not what I was expecting, to put it like that.I think you're looking at it wrong. Pistols =/= debuff and the way it's implemented doesn't say it is either. For our game, Pistols = variety of clips. That's their gimmick, so to speak.
Complicated to code and balance, perhaps, but not really all that complicated to use. I've had quite a lot of experience with Dual Blades, and while I will admit that pre-defined combos can be restricting in the attack sequences you use, they're really not that hard to remember, especially with power tray guides. All you really need to remember is where a combo starts. The rest the game will do for you.Quote:Yeah, both that variable recharge and combos is more complicated than the current swap ammo mechanic >_>
I will admit that having a set that gets faster the faster you use it might be... Difficult to use, that much I'll agree. But I was really just speaking off the top of my head.
As a game mechanic, the ability to control chance occurrences by power activation IS good, I'll admit that much. However, what I'm referring to is the decision to give the set a variety of largely redundant debuffs and transform it into the jack of all trades of jacks of all trades. This game seems to have a balancing rule that the more things a powerset can do, the less able it is to do ANY of them well. After a certain point, this rule makes adding more secondary effects to a powers an actual weakness, because ALL of them become far, far too weak.Quote:In and of itself, swap ammo isn't a 'not GOOD' mechanic. It's actually pretty cool. It shows that a set can have 3 powers added to it when you choose one, it shows that chances for different effects can be set from 100% to 0% and that these can be tied to toggles and it shows that these toggles can also change the particle effects of a power as well.
Dual Pistols' design promotes adaptability to the situation, but that's really not how it works out. How it works out is you don't need most of your utility most of the time, but you're paying for all of your utility all of the time. The design of the set makes it "fat," which is a large part of what ruined it for me. That it's glacial slow didn't help. -
Quote:That's missing the point. You add a villain game, and then proceed to come up with newer and newer justifications for why your villain players should play the hero. You can explain everything away with sufficient amounts RP, that's not the point. The point here is that I don't want to have to explain this, because I don't want to have to do this. It's not a question of villains having no reason to team-up with heroes. You can always make one up. It's a question of villains having no GOOD reason to team-up with heroes, where "good" is something that actually forwards them as villains, rather than requiring them to suspend their villainy.Thinking as a sociopathic evil mastermind, there are many rational factors that encourage various bad guys to take up the fight against Tyrant.
That's really the clincher: Heroes get to engage in co-op content by continuing to do what they were doing anyway - being heroes. Villains don't. On the contrary, villains need to stop doing what they were doing and be heroes, and we're just thinking up excuses for why they're justified in doing that, all the while ignoring the fact that, in a well-written story, they shouldn't be doing that in the first place. Yes, maybe once or twice, but we already have "once or twice." We have the Rikti War Zone, which is "once," and we have Cimerora, which is "twice." Three times is too many, and we're already looking at more than that.
Every time concept-related arguments come up, the pattern repeats itself. We look at a given bad storyline and try to justify why it's OK for it to be bad, when all along the point is that it's bad in the first place and it shouldn't have been written like that. We can't really hope to change existing plots, but the least we can do is ask that new plots aren't written the same way. -
Quote:That's ProtEan. And, yes, hearing about this makes me happy. I'd like to see how they make the transition between magic almost not existing and this, especially when it comes to retrofitting magic in the overworld and existing content ranged. The reason I say this is it might seem a bit odd if you went through 20 levels of no magic and then suddenly "Oh, and there are these magic guys we... Didn't think to mention until six movies in."Protian says we should get the answer to this question in Issue 21...
Don't think I'm not happy to hear the news, though. I am. Seeing more about the magical side of Praetoria and finally seeing this Carnival of Light (and why Anti-Matter's clockwork would confuse them with the Primal Carnival of Light) as well as just "magical stuff" would be a boon. There's really nothing much I can say about it without more information, but I'm glad to see they aren't set on just not showing magic in Praetoria.
So, good deal!
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Quote:I can think of one, possibly subjective downside: A feeling that the toggle is not worth it. In the realms of endurance management, toggles constitute a not-insignificant drain on my total endurance. I justify running them anyway because the benefits for doing so, and the loss for not doing so, are considerable. They are, as a point of fact, worth the price of admission. Not so with Tough and Weave. I'm sure that, in specific situation, those few extra percent are going to make all the difference, but for the most part, I don't find that a small defence or a moderate resistance buff is worth the additional cost.1. Nothing. Seriously: I haven't been able to think of one in six years. Except, of course, retrofitting the current game around this principle is an overhaul the devs would never undertake, because it rewrites the rulebook of how powers work in a potentially very disruptive way for the existing players.
What you propose reduces all toggles to "small" buffs, to the point where I start having to wonder if they're even all that useful. I know that was part of your point - an all-passives build would be worthwhile. But the simple fact remains that people's psychology is that if they're paying for something, they expect a return. If they don't see that return, they either don't take the power, or they feel cheated for taking it.
The downside is I would feel like a right fool paying 0.26 points of endurance per second for getting, what? 7.5% damage resistance to JUST physical damage? That'd put me in front of a choice with two wrong options, and those are the kinds of things that make me resent an entire game system. -
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Um... If an inactive account doesn't show up on my Master Account, how I can I access it to reactivate it? The only way I know of to access my PlayNC game accounts is through my PlayNC Master Account that they're tied to.
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This only happens if you logged out inside a building and shut down the client last time. Next time you load the game up, it will only load what's inside the building, so when you step outside, you'll have to load the rest of the zone. The game have some sort of strange priority algorithm that only loads a combination of things around you and things that you're looking at in memory. I say this because I've had instances where the game will load the same one skyscraper in memory over and over again each time I turn around to look at it.
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Quote:To be honest, short of being removed and replaced with nothing at all, I don't believe it could be much worse FOR ME. I've always had a severe problem with "jack of all trades" sets that supposedly offer a lot of different utility and for that reason their utility has to be crap. This is adding insult to injury because having more variety in utility comes at the cost of having a lesser ability to stack, and making slotting difficult. To take a performance hit on top of that is just too much.Those factors combined into the Swap Ammo system... which I think hasn't been implemented well, but could be worse.
Personally, I'd have much rather seen the set come with a different mechanic of some sort, one that would make it less complicated and unbelievable and would instead add to its damage, which is kind of sad because of its animation times. I've always liked to see a system of speeding up your own attacks if you attack quickly, such that they'd either play their animations faster or interrupt each other. Or, hell, even just Dual Blades combos would have sufficed, in my opinion.
I've always felt that this need to innovate in EVERYTHING is doing more harm than good. The novelty of an unusual mechanic isn't always worth avoiding mechanics that work just fine. Yes, a new set is unique and different, but if it's not GOOD, then what's the point? -
What I meant to say was: The way I read your previous post was that if I read up on the story, I'd find a clear revelation that the Will of the Earth was magical, which isn't what I found in the story arc, which was in turn consistent with what I remembered from the arc from the last time I ran it. Are there implications that there might be a magical component to the Will? Yes, even if they are vague and hanging, but they exist, I'll admit that much.
However, going from a possible minor magical component in the Will of the Earth to the Hamidon being the source or sink of all magic is too much of a leap for me to accept without evidence, which don't exist in current storyline. Yes, something made the Hamidon of Praetorian Earth more powerful than the Hamidon of Primal Earth. This doesn't prove anything, as something clearly made Nemesis Rex more powerful than our Nemesis, what with him ruling his entire world and multiple other dimensions. Something also apparently made my double from that dead world dimension powerful enough to destroy the entire world and kill all people on it.
Before, we'd have simply chalked that up to different dimensions. These days, the resident deus ex machina that is the Well of the Furies tends to be used as "plot glue," but the storyline seems to be adamant that THAT isn't magic, but rather some kind of abstract power which empowers all origins, so that doesn't work, either.
The only thing we're left with is our own conjecture, which really just strikes me as bad writing. I can live with magic not being prominent in Praetoria if its existence in the wider game universe were at least acknowledged. For instance, what's wrong with having random people remark how magic isn't real and ghosts don't exist and "Are you crazy?" You know, the same way "magic" is being treated in the real world - with suspicion and disbelief. It would at least tell me that the writers were aware that magic existed elsewhere in the game and have at the very least acknowledged its absence. Such isn't the case. -
Quote:An account's name can always be viewed from the owner's PlayNC Master Account, which is where one would go to retrieve a lost password anyway. As well, most sites I've been a member of have systems in place for retrieving forgotten account names, as well.2) So, instead you change the accounts of all EU personnel. Not entirely ideal-- expired accounts run into issue #1 above, but numerically, there are fewer of them. The rest of the accounts are active users that will be easier to contact regarding this change, more available to communicate with, and more likely to immediately bring up transition issues. This, as counterproductive as it is to "punish" the current customer (if you consider a login change punishment) makes this a much more operational issue. You simply have less risk of returning players interfering with migrated accounts that now have THEIR name.
