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Quote:Pardon the pun, but when you're snapping at people who agree with you, it makes you seem as if you have a chip on your shoulder. It's not exactly conducive to discussion, and I assume that the point of this thread was to create a discussion rather than to hand out browbeatings to all and sundry until no one wanted to talk about the topic with you anymore.Cuz, you know, that's exactly what I've been saying since my first post. /facepalm
Now, in case I haven't been clear, what I'd like to see preserved is the idea of Granite Armor as a defensive mode: it is a power that you can turn on to increase your mitigation and decrease your offense, or turn off to do the opposite. If there is something inherently flawed about this concept per se, then it is a flaw shared with every other mitigation toggle: they cost you endurance, which you could be using to increase your damage output, and instead divert that endurance to keeping you alive. The difference is in the degree. So I would ask you: if you were at all interested in keeping Granite Armor a defensive mode switch that can be left on for any amount of time, what degree of defensive bonus and offensive penalty would be appropriate?
Contrarily, I have no investment in the idea of Granite as the single armor that replaces all other armors in the set in perpetuity. I think that was an unfortunate design decision and I'd be happy to see it go.
I have no opinion one way or the other on Rooted; I manage to function without difficulty using the power as it is now, but it's clearly considered a hindrance. I wouldn't be particularly happy to see it lose mitigative effect in exchange for increased mobility, though. It's also worth noting that the -fly effect in Rooted actually has positive synergy with Teleport, and would have even more positive synergy if the benefits of the power were tied to being on the ground - else Teleport becomes "be a pinata for 4 seconds".
Incidentally, if your proposed Granite toggle has a forced detoggle after 120 seconds and an unenhanceable recharge time of 300 seconds, this means it would have a worse uptime ratio than SoW or OWTS, for exactly the same reason that you chided BrandX for forgetting. Toggles start recharging when they turn off; clicks start recharging when they're fired. Thus the recharge on Granite would need to be 180 seconds to get the 2:3 cycle of SoW, or 240 seconds to get the 2:4 cycle of OWTS - pick whichever you feel is most appropriate. Unless, of course, you meant that your version of Granite should have a 2:5 uptime ratio. -
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Quote:I've never written a text editor either, and you're not expecting a lot, because text editors already exist. I would never write a text editor when someone else has already done the job for me better than I could do it myself, and put it in a library that I can use. "Roll your own" is always a last resort.The text editor-- Okay, I've never written a text editor before, so forgive me if I'm expecting a lot, but I've never encountered a text editor that was so simple, yet so buggy.
As for your other issues, I think you might want to read my suggestions upthread. Perhaps I should make a new thread in S&I for them. On the other hand S&I is where ideas go to die. -
My best guess as to the source of this issue is that a tweaked version of the AI that was intended specifically for melee-oriented critters, such as demon pets, zombie pets, and various enemies, was accidentally applied across the board. Beside the observed behavior of AI critters, I have one other point of evidence for this interpretation: the crystal room in the Ice Mistral SF now lags like the hill in the ITF. I'm guessing this is because the immobile crystals are now all wasting processor time trying to figure out how to get in melee range with the players...
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If it were up to me, I would make three changes to the MA system.
First, I would ditch stars. The question you want the answer to when you ask a player to rate an arc is "did you like this?" "Three stars" is a very ambiguous answer to this question, and evaluating it depends on knowing what the player means by "three stars". A less ambiguous answer would be "Yes", "No", or "no opinion", and that's what the rating system should be built around. Also, people tend to just use stars as a proxy for "yes" or "no" anyway.
Second, I would make the default sort order by "hotness", this being a function of time since the arc was posted, time since the arc was last played, total number of plays, number of positive ratings, and number of negative ratings. Examples of these sort algorithms are available; the particulars should be tweaked to meet the needs of the MA. The goal is to keep good fresh content on the top of the list.
Finally, I would ditch DC/HoF as it currently functions. Any mechanism that requires that arcs be frozen against editing in a system that is frequently updated in a way that requires editing arcs to make them functional is simply not going to work. Instead, award authors a badge and a free arc slot for getting a certain number of positive ratings on an arc, but don't lock the arc, and don't stick it on top of the default listing forever.
There are other smaller changes I wouldn't mind seeing, such as the ability to send yourself or others an email with an arc number that functions as a direct link to the arc, for the purpose of saving/sharing good finds. But these three are the ones that I think are not just convenient but necessary. And frankly, this is one place where I'm genuinely angry with the devs for not doing their homework; it's not like nobody has ever tried to provide good fresh user-created content before. -
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It's so nice to have a cordial theoretical discussion.
Neither resistance nor defense is "better", but each one has situations where it is more or less beneficial. A blend of both is more robust than either alone, and stripping resistance for defense does remove some of that all-situation robustness. WP and Invuln perform well on a blend of resistance, defense, +HP, and healing/regen.
-9999% damage is something of an exaggeration, of course. My larger point is that any complaint about the "circumventable" penalties of Granite Armor can be obviated by making those penalties less circumventable. Tech is in place to situationally lower buff caps, for instance. It's also worth noting that the "circumventable" penalties are generally circumvented through a teammate; a different kind of teammate can push other sets up to Granite level survivability with the same amount of effort. What makes Stone nice is that it requires no external support to survive and defend.
Just because I feel Granite should be something that can be run constantly doesn't mean I want it to be something that is desirable to run constantly, though. When I say that I want a modal switch, I mean that I want a modal switch, the option to trade offense for defense. Not only is that not something you want to do all the time, it's something that not every build would necessarily ever want to do. A Brute built for offense would not necessarily want to take Granite, and if the survivability of the rest of the set were improved (which I think is a good idea anyway) he probably wouldn't feel a need to either. Incidentally, I would buy in to removing the movement penalty from Rooted, although in my experience it tends not to be that much of a hindrance.
On Dwarf form: I know my dwarf numbers pretty well, thanks. For another discussion, I ran the numbers on what a Warshade can do damagewise on SOs and IOs in Nova versus Dwarf form, and I think the damage output ratio was as high as 10 to 1 in favor of the Nova. I haven't done the comparable Peacebringer math, but I expect it wouldn't be too far different. So yeah, Dwarf is most definitely a mode that sacrifices offense for defense. I'll give you that Dwarves are somewhat more naturally mobile (though "run fast" is a relative term at best), but at least Stone Armor doesn't have all its mez protection in its defense mode.
Well, that was some teal deer right there. Anyway, in conclusion, yeah I'd be surprised if Castle harvests any specific ideas from this thread. There are ways in which forum posters can have a strong influence on the game, but this doesn't seem like one of the situations that qualifies. At any rate, I don't see a reason to get all rage-y regardless. -
Quote:When I upgraded my system and installed CoH on a solid-state drive, the improvement to the loading times for the old market interface was immediate and enormous. Slightly off topic, but I can't recommend a SSD enough for gaming - if you get the right kind (OCZ Vertex or Intel X-series) and use it for the right things (sequential reads, not random writes).It's more complicated than just the amount of RAM. It also depends on hard drive speed and amount of disk fragmentation on the drive your game is installed on [...] My game's installed on a 10,000 RPM drive that I periodically defrag. I'm thinking that's pretty atypical.
Anyway, as I said before, I'm glad that they removed the enormous preloading present in the old market interface, but I'm not at all hot on the other changes they decided to make while they were at it. The one justification I can think of is that the new market interface had to be written with a new set of tools in order to avoid preloading, and that new set of tools didn't allow them to keep some of the much-missed features of the old interface (horizontal item list, category/name searching), so they had to redesign using the tools available. That still doesn't explain some of the other questionable decisions, though (price persistence, I am looking at you). -
Keeping it pithy for the peanut gallery:
1. You can't treat defense and resistance as interchangeable, just because they come out to the same level of mitigation in some situations.
2. I'd be willing to trade -9999% damage for keeping Granite's current numbers. Yeah, really.
3. Still on board for shifting some of Granite's mitigation out to the rest of the set and making it not a mutually exclusive toggle. Granite as a mode: good idea. Granite as the only armor needed: not so much.
4. Will never be on board for making Granite non-modal. An offense/defense mode switch is fun, interesting, and unique.
5. The precedent to look at is Dwarf Form.
6. Why so serious? Nothing we say here will make one iota of difference one way or another. -
I believe there's a lot of fun arcs in the MA system. I have to take it on faith, though, because the rating and search tools make actually discovering most of them quite difficult. I generally like the DC/HoF arcs, but because they're locked against editing and subsequent updates tend to invalidate them, they're slowly turning into a collection of nonfunctional relics. I don't like to work to find good content, and I don't think I should have to. I place the blame for this squarely at the feet of the developers, who clearly did not choose to benefit from the experiences of other maintainers of user-provided content when they designed the MA system. This is one of the few places where I believe the developers made a clear and unambiguous mistake.
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10,000 is a small number of names, but it's a pretty large number of images. I'm happy to see the performance issues from the old interface go, but I'm disappointed that the developers saw this as an opportunity to fix many things that were not broken.
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The difficulty in creating a clear and unambiguous definition of "exploit" reminds me of the similar difficulty in creating a legal definition of "pornography" which led to the famous declaration of Justice Potter Stewart that "I know it when I see it".
Come to think of it, there are a number of other parallels between exploits and pornography. -
Quote:Jinx.And as the patches sometimes contain exploit fixes (such as, for instance, this very patch), it would not be smart to release the notes explaining the exploit and its fix until the patch is well and truly in place.
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And as the patches sometimes contain exploit fixes (such as, for instance, this very patch), it would not be smart to release the notes explaining the exploit and its fix until the patch is well and truly in place.
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While it's true that .45 bullets and .410 shells can fit in the same chamber, you'll note that the guns that have this feature are almost all revolvers or other manual-action weapons. This is because shotgun shells are notoriously bad at developing the gas pressure needed to operate the actions of semi-auto and automatic weapons, and their shape (long, square) and consistency (soft) make them prone to jamming. So, yeah, you could make an assault rifle chambered for .410 shell, and you could fill a magazine with .410 shells, but the weapon would be somewhat unreliable to say the least. It also doesn't help that .45 ACP is a low-velocity pistol round not really suited for long rifles (although the Thompson submachinegun was chambered for .45 ACP, so there's some historical precedent).
On the other hand, you're absolutely on the right track when it comes to the diversity of shotgun shells. As detailed in this article, shotgun shells include slugs, buckshot, less-lethal riot rounds, incendiaries, and even experimental grenade shells. If I were to try to build the CoH "assault rifle", I'd make a two-barrel gun, one barrel a 7.62mm automatic rifle (for snipe, burst and full auto), the other a 12-gauge shotgun (for everything else). Either that or a 7.62mm AR with an underslung 40mm grenade launcher - 40mm grenades have a similar diversity, and pack a hell of a lot more punch.
Yeah, I know I just threw up a bunch of realism all over a pretendy fun time game. -
Energy Transfer, like all powers originally designed for Tankers, is a targeted AoE. It has two effects, with different radii. The first, the damage effect, has a tiny radius - so small it only hits one target. The second radius is for the Gauntlet taunt effect, and it has an 11 foot radius.
Every now and then, the developers forget about this quirk of Tanker melee powers, and funny things happen - like procs hitting the Gauntlet radius instead of the damage radius. -
Quote:I'm the player of the Brute in the picture. I have a deep, abiding, longstanding familiarity with Drone behavior, and it is my personal opinion that their behavior has changed significantly as of Issue 17. And it's not just Drones - they're just a handy example, because they are well known for having no melee attacks whatsoever.For years now I've seen drones charge into melee range. They still sometimes hang back too.
Of course we can go back and forth on this all day, but I'd call the subjective evidence strong enough to make this worth some developer attention. -
Quote:As I said, this is the primary reason I chose Stone Armor in the first place. You're "only" talking of removing the unique mitigation capability of the set. You're "only" talking about removing the option that made Stone Armor my choice.The only "negative" change is the removal of the ability to simply maintain peak survivability at all times if you're simply willing to deal with a reduction in damage output and recharge.
Quote:Stone Armor builds aren't built to use Granite Armor only some of the time. Virtually every Stone Armor build out there comes under one of two categories: builds that always use Granite Armor and builds that never use Granite Armor. The only "option" is one of build rather than one of situation.
I like Stone Armor as it is, and I don't agree with your assessment of the broad issues with the set. I don't like your proposed changes, and I don't like any proposed changes that purport to be an improvement while clearly intending to throw away the absolute defense mode that attracted me to the set and has become its signature. You'll probably see a number of others object to your proposal on the grounds that they've fine-tuned around Granite-only builds, but that is absolutely not the case with me. I'd be happy to see Granite's mitigation shifted around the set, as I said, but I would not be happy to see it eroded, and I would not be happy to see the situational opportunity to trade speed, power, and mobility for pure protection removed or limited. Yes, I want to be able to turn it on and keep it on for as long as I can tolerate the hindrance - in fact, I'd be entirely okay with the hindrance being heavier and less "escapable" as you put it. Have Granite Armor lower cap movement speed, cap damage, cap recharge - I don't care.
Of course, as I've said a number of times already, you don't need to convince me of anything. Stone Armor will be changed, or not changed, regardless of my preferences. You do have developer statements in your favor, and I do agree that Stone Armor is an outlier with a number of unusual properties that ought to be addressed in one way or another. You want it addressed in one particular way - removing hindrances, removing at-will peak survivability. I want the option to pay the price of those hindrances and keep that at-will peak; I consider it an interesting and worthwhile strategic option to have. The chips are going to fall where they fall. I'm just expressing an opinion here.
And I'm not going to ragequit over a change to Stone. I built to function both in and out of Granite, and I'll still be able to function both in and out of Granite under your proposal. I just won't do nearly as well at the tasks that I am pleased to excel at now, and I won't consider being better at the things that other sets are already good at to be an equitable compensation. -
There are really two issues with Stone Armor, and I'd like to separate them and deal with each one separate from the other.
1. Stone Armor is heavily backloaded, with most of its survivability tools concentrated in its tier 9 power.
I agree with this. Moving some of the survivability out of Granite Armor and into the other powers would be fantastic, and making Granite not mutually exclusive with the other powers would be fantastic.
2. Stone Armor trades in too many penalties and receives too many benefits in return.
I do not agree with this. I am attracted to Stone Armor specifically because I want to have the ability to exchange offense and mobility for very high levels of mitigation, at any time, indefinitely.
Now I would never go so far as to call a change that reduces Stone's peak mitigation and increases its mobility and offensive output while at peak mitigation a "nerf". For 95% of the game, that's going to be a net improvement. But, frankly, I didn't roll a Stone Armor tank to be good at the 95% of the game that the other sets are better at. I rolled it for the 5% of the game where mitigation at any cost is king. If that's not an exchange the devs want me to be able to make, then so be it, but I'd miss that option if it were taken away. -
What most groups have, if they span more than around 10 or 15 levels, is various enemy types that phase in at one level and out at another. For instance, Circle of Thorns have Earth Thorn, Fire Thorn, and Air Thorn Casters at various level ranges, and that has a pretty dramatic effect on how dangerous they are to various builds. I think that Longbow actually do this as well - a level 30 Longbow Rifleman is a different beast from a level 29 Longbow Rifleman, but it's harder to tell because they have the same name and appearance.
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At level 30, Longbow get more attacks. Riflemen, Minigunners, and Eagles get an extra ranged attack, and Flamethrowers get Ignite. At level 40, Spec Ops get a -regen grenade and Nullifiers get a -resist zone grenade.
You'll learn to hate Longbow.