SpittingTrashcan

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  1. The problem with EM is not that it's not good at anything. It's just that its clear and overwhelming superiority in ST melee control has, shall we say, somewhat limited applicability in the game as it exists now. If there existed a class of enemy that was a) dangerous enough that meleers had a reason to fight not more than one at a time and to want it locked down (as opposed to simply soaking damage using their mitigation set) and b) could be mezzed permanently with reasonable levels of stacked mez, then EM would have a niche all to itself. Unfortunately, the only thing I can think of that comes close to fitting that description is an EB that isn't a downgraded AV, and those are somewhat thin on the ground (and for sufficient levels of IO mitigation, do not even meet criterion a).

    The reward system as it exists now favors high passive multitarget survivability and high AoE DPS. EM's ST control is redundant with sufficient passive mitigation, ineffective against multiple targets, and ineffective against hard targets, and its AoE DPS is very low. It's a good set for a game that doesn't exist.

    Then again, everything that I just said was true before ET was changed, but it didn't get mentioned nearly as much because omgET.
  2. Claws, you are incontrovertibly right about the design intent of the zones and the reward structure about the zones. Your argument is still about as effective in quelling resentment as rolling your face around on the keyboard.

    From the perspective of the PvEer, the PvPer is being unreasonable because they're not doing what the PvEer would do in that situation: cooperate so that everyone can achieve their goal faster. From the perspective of the PvPer, the PvEer is being unreasonable because they're not doing what the PvPer would do in that situation: fight, as the zone was intended for. People are different, which is fine, but when the zone design sets up a conflict between two groups of people who both feel that they are acting reasonably, the result is an intractable source of friction. As I said before and will continue to say, the PvPers have the intent of the zone behind them, and the PvEers have the facts of how the zone dispenses rewards behind them.

    You must admit that without PvP, the zone rewards would be absurdly easy to obtain for their value, which is part of their "balancing factor". This has been brought up time and time again as the reason why they must be in a PvP zone. The problem is that they're still easy to obtain as long as nobody uses the zone for its intended purpose. This means that control of the risk/reward ratio is placed directly in the hands of players. This is a recipe for disaster.

    Suppose that there was a zone where you could run instanced missions where enemies gave double XP, inf, and drops. However, other players could arbitrarily choose to adjust your mission difficulty upwards without increasing the reward, for credit toward a badge and a chance at a rare and valuable item. Can you imagine how much resentment there would be towards people who used that feature? Yet it's definitely part of the design of the zone, intended to balance the otherwise too-good rewards. It'd create an enormous howling scream-fight between those who try to get the good mission rewards in a cooperative fashion and those who tweak upward mission difficulty for the benefit that provides. It'd go around and around between "look, this is totally an exploitable reward as long as we get along" and "the zone is designed with this feature, I'm within my rights to use it as intended."

    No of course it's not a perfect analogy, in all sorts of ways. But it cuts to the heart of the matter, which is this: when players are, by design, allowed to control how difficult it is for other players to do something as a free and voluntary choice, this is a recipe for disaster. No matter how fair and balanced it was intended to be, those who choose to follow the design intent of the system for any reason become the enemy of everyone else. I mean for heaven's sake, if nothing else, isn't the PvP community tired of being among the most resented minorities in the game, just because the most frequent first encounter a player is likely to have with PvP is getting shot on the way to trying to grab a Shivan? It's not like the PvPers have this level of blind faith in developer intent in any other respect - remember I13 and how it made PvP totally awesome and anyone who says otherwise is a whiner?

    I wonder why I even try, it's not like anyone reads this crap.
  3. I give the devs a bit of guff from time to time for failing to learn from others who have already done what they are trying to do and have done it better.

    This is one area where the CoH devs are miles and miles ahead of everyone else, and others should be learning from them.
  4. Quote:
    Originally Posted by Kitsune9tails View Post
    Quick poll:

    If all non-PvP specific badges were moved out of PvP zones, would that...

    1) Help PvP? "Anyone in the zone obviously wants to PvP, so there will be one less thing to whine about."

    2) Hurt PvP? "No new players are coming to PvP zones, because there isn't even the slightest incentive."

    3) Have no effect on PvP? "The hardcore PvPers will always play, and no one else will ever join, regardless, so PvP can't be affected by this."

    And a follow up question:

    - Should the Devs provide any kind of incentive for Non-PVPers to try PvP out, even if it isn't badges?
    I'm pretty sure I've already said enough here to make my position clear, but it never hurts to clarify.

    1. I think that any activity in a PvP zone with rewards outside of PvP that is made significantly more difficult by the presence of people PvPing in the zone should be removed or altered. To clarify, that means nukes, shivans, and RV villain badges, but not exploration badges. I've already suggested how zone rewards can be tied to actual PvP play, but I'd be just as happy with removing nukes and shivans entirely as they create many balancing issues in PvE that have never been properly addressed.

    I think this will have no effect on zone PvP directly, but will remove a major source of friction in the player community. To put it bluntly, if it weren't for the periodic dustups over PvEers in PvP zones, I think the PvP community would have a much better reputation and receive more and better developer attention, instead of being seen as "those jerks who keep me from getting what I want". To be clear, it is not up to the PvP community to improve their perception among others. The very idea of zone etiquette points to a failure of design. There is no sane reason why people engaged in a legitimate zone activity should be set up by the design of the reward system to be the balancing hindrance of another group of people also engaged in a legitimate zone activity. (Yes, I know that it sounds insane to be talking about competition being bad in the context of PvP, but while PvPers are very clearly engaged in a two-sided game, their goals are symmetric, which is not the case when PvPers run into PvEers.)

    2. The devs should absolutely incentivize PvEers to try out PvP, much, much more than they do now. However, the incentive should be tied to seeking out enemy players to attack, and attacking them, or supporting other players who are doing the same. If the reward doesn't encourage fighting, it's not a PvP reward, and it's not a good idea. I am personally of the opinion that it is not necessary to only incentivize winning; everyone starts, if not at the bottom, then well below the top. If there's a bribe to stick with it, even when losing, there's a better chance of keeping people interested in PvP until they get good, and as long as first prize is better than last prize there's enough incentive to get better. But even a system that only rewards success is better than a system that rewards avoidance.

    Of course, I've been of this opinion for a long time and it hasn't gained much traction yet. But it doesn't hurt me any to keep mentioning that oh, by the way, we should destroy Carthage.
  5. Quote:
    Originally Posted by Frosticus View Post
    they have identified an issue that needed resolution: self rezzing enemies going splat before having a chance to interact with the players
    I'm not entirely sure this is the issue they were trying to resolve. Someone brought up AFK PVPIO farming, and that seems slightly more likely, although this change really doesn't do much to curb that either...

    It's a puzzle, to be sure. A solution that doesn't really match any of the problems I can think of.
  6. Quote:
    Originally Posted by Sayer View Post
    Which is fantastic, but perhaps you should then get off the field during the game.
    Why is there a hot dog stand on the 50 yard line? Whose bright idea was it to put that there? It wasn't the football players' idea. It wasn't the idea of the hungry guy dodging across the field to buy a hot dog. It was the idea of the guys who built the stadium. "Come for the hot dogs! Stay to play football!" And we can't move the hot dog stand, because the deals are so great that if you didn't have to wander out into the middle of a football game to buy a hotdog we'd go broke! Never mind that the concession stand is open 24/7 and hardly anyone comes to play football anymore. If you want cheap hotdogs, you should be prepared to be tackled by linebackers. Fair's fair.

    This is a terrible way to run a football arena. It doesn't promote football, it doesn't actually act as a reasonable check on hot dog prices, and it causes endless pissy fights between football players and hot dog eaters.

    cue discussion on why this metaphor isn't 100% accurate
  7. You fools! Don't you see that this is the Worst Thing Ever? How will we demonstrate our rugged grizzled manliness if soloing Defenders is no longer slow and difficult? Not that it ever was, mind - you whippersnappers just didn't have the guts! Besides, it's way too good! And it's not good enough! And it's not equally good for everyone! They should have given us a worse better different buff!

    Also, this $20 bill Castle mailed me is all wrinkly. I'll keep it, but I'm sending a strongly worded letter!
  8. I think we're getting into the distinction between "the secondary effects of all sets are balanced, separately from other considerations" and "set balance takes secondary effects into consideration." The first is plainly not the case and probably never will be (or indeed can be, given situational utility). The second was false when the sets were made, but then at that point the devs had a very poor understanding of what aspects of power design would turn out to be important in determining the value of a power (to put it charitably). If that's still the case now I'd be extremely surprised.

    Edited to add:
    Quote:
    I think Dual Pistols was the only set where they tried to balance DPA and secondary effects and they got that very wrong.
    I think that it's unrealistic to expect the current set of developers to ever again create a set that has DPA comparable to the current top performers. They may not consider it wise to tamper excessively with legacy design decisions, but it's a whole other thing to make the same mistakes again this late in the game.

    Incidentally, if you haven't tried Dual Pistols on a Defender, you may want to reconsider the value of those secondary effects.
  9. It's been mentioned several times already, but it's worth repeating: the "speed" issues with TF and ET have a lot to do with when the attack effects are delivered. It'd probably take some animation tweaks to justify (and we all know how popular those are), but if TF and ET delivered their effect within a second or so of activation and then wound down, both the perceived speed and the actual utility of the powers would be notably improved.

    I'm not sure what a character could do for 1.67 to 2.33 seconds after delivering a powerful blow that wouldn't look silly, though. Rub their knuckles?

    Hm, what if ET started with the double-punch lunge and huge blast of energy, the energy halos around the fists then disappeared, and the charge-up portion of the current ET animation played as the halos restore? And for TF, a leaping two-handed uppercut, with the remainder of the animation being the landing and return to fighting stance.

    Well, I'm not BaB.
  10. Quote:
    Originally Posted by PrincessDarkstar View Post
    The devs ignore it though. I don't think 2ndary effects count on the balance scales at all.
    The original developers did not count secondary effects as a balancing factor. They didn't count DPA either, and look where that got them. Given more recent developer choices, not least the very changes to EM itself, I'd say this is no longer the case. Otherwise, why would they care if TF is mag 3 or mag 4?

    Quote:
    Also unreliable mitigation against a single target isn't any mitigation at all.
    First, it's not unreliable mitigation: two attacks have a 100% chance of stun. Second, it's just not true. The unreliable knockdown in SS, SM, and Axe's ST attacks most definitely have a mitigative effect. The unreliable knockback in Energy Blast has a mitigative effect. The unreliable stun in Mace has a mitigative effect. In fact, every kind of mitigation available in the game besides +res armors and -dam toggle debuffs are "unreliable mitigation" - mezzes and debuffs need to hit, defense and -tohit are subject to the 5% hit chance. And yet, they are quantitatively and qualitatively different from "no mitigation at all". I'm actually kind of amazed you could say this with a straight face.

    The value of ST stackable mez is disputable. I said that. It might be a little, or it might be a lot. It's certainly situational. But it is absolutely not zero.
  11. Do the sets that compare with EM on single target damage also compare with EM on mitigation? If DPS were the only balance point, FM would be way out of line. EM is a set where every ST attack has at least a chance of the same mag 3 stackable hard mez. I'm aware the value of this is debatable, but it's not nothing, and ignoring it when discussing balance is at least slightly disingenuous.
  12. Round 2: Slightly less off-the-cuff suggestions, ordered from most to least likely to meet with general approval - that is, among rocks-in-the-head average market users (like me!).

    1. Allow players to set level of random rolls.
    2. List recipes sold to vendors for a fixed multiple of the vendor buy price.
    3. Remove recipe level brackets; all rolls draw from all brackets up to specified maximum level.
    4. Remove fixed-buy option for merits - random rolls only.

    Any option seen as increasing "choice" is likely to be popular. Any option that removes "choice" - even if one of the choices on offer was almost certainly inferior on every level - is likely to be seen as a nerf.

    To clarify: the goal of all these suggestions is to put more, and more varied, recipes into circulation, on the assumption that low recipe supply is the main issue.
  13. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Actually a shortage of goods is in a marketeers best interests. The nature of a double blind market like the one we have is that items that are in short supply have significantly more variation in transaction price than items that are in higher supply. Since a marketeers profit essentially comes from that difference it is in our best interests.

    However, that doesn't mean that we cause the shortage since in practice maintaining a profitable shortage for any significant period of time is impractical. Sooner or later someone will come along and start offering goods at a price (or rate) where it is unprofitable for you to buy them out.
    So if I understand you correctly, marketeers look for goods that are already in short supply, buy all of the supply, and then sell it at a higher price - but they can't create a shortage of goods from an existing surplus, because they don't have the purchasing volume? Because I think that's what I was saying: marketeers don't create shortages, they raise prices. Or am I missing something?

    Edited to add: I see that I did claim that a shortage is adverse to marketeers, and you corrected me on that. I think that I was using a stricter definition of shortage than you, though: marketeers want to buy goods and sell them, not buy goods and use/hoard/delete them, so they'll eventually sell what they buy. What I meant in this case by "shortage" was not "low volume at high price" but "no items available for purchase at all".
  14. I'm no marketeer, but I fail to see how it's in a marketeer's interest to create a shortage. Marketeers make money on transactions, not on the absence of them. AFAIK, the only time marketeer activity creates shortages is in the initial stage of a price increase, when they buy up existing supply at a lower price so they can sell it at a higher price. Of course, I don't know much.

    If there are no items of a type on the market, it's because not enough are being made, or not enough is being offered. System changes can fix the first problem, albeit in ways that might not be very popular. Not much can be done for the latter, save perhaps (and this is quite ridiculous) having NPC vendors list every recipe they buy. At 4x their purchase value. Like they do with SOs.
  15. Quote:
    Originally Posted by Tokyo View Post
    afk farm PvP IOs
    Oh, so that's what this was targeting. I was quite befuddled.

    It's not much of a fix, in any case. Damage auras, PBAoEs, and all sorts of pets are unaffected. But even if they weren't, I'd say that AFK farming of PVP IOs is more symptomatic of larger issues than a problem in itself. Not that that's a particular revelation.

    plays the opening chords of "PvP rewards should reward PvP" before being yanked offstage
  16. As far as I can recall from fighting Freaks with my fire/fire tank, yes. Godspeed, farmer.
  17. In case it wasn't clear, my point was not so much to complain about the behavior of other people as to note the futility in complaining about the behavior of other people. People do what is best for them, and can't be faulted for doing so; to induce people to do the "right thing", the system must make it the right thing for them.

    And by them, of course, I mean me.
  18. Indeed, it's a curiously incomplete "fix". The enemies are not untouchable, just untargetable by players, much like invasion zombies when they're emerging from the ground. And much like invasion zombies, they're still affected by patches, auras, PBAoEs, and can be targeted by pets. You can hurt them, you just can't aim at them. It's odd.
  19. The problem is that it is not your behavior in specific, nor the behavior of PvPers in general, that I am arguing about! It is perfectly normal that someone who came to the zone to PvP should attack other players. I am not arguing that they shouldn't. I am not arguing against the behavior of any player. I am addressing my argument directly against the zone design, because the behavior it promotes does not square with the stated intent of the zone.

    I have not been as clear as I would like to be. Let me try to put this in a way that is less likely to be misinterpreted.

    Player A enters the PvP zone with the goal of engaging in PvP with other players. It is presumably to his benefit (and if I'm wrong about this, I would be very very surprised) that there be a lot of other players here on either faction, who will respond to being attacked by remaining in the zone and fighting back.

    Player B enters the PvP zone with the goal of obtaining a PvE reward. He wants to do so in the least time necessary. It is to his benefit if no players attack him, because being attacked makes it more difficult to obtain his goal. In no way does engaging in PvP bring him closer to his goal. Whether he wins or loses, time spent PvPing is time wasted, and must be measured against the rewards he could be earning by leaving the zone and engaging in PvE instead.

    The presence of player B induces player A to arrive. The presence of player A induces player B to leave. The absence of player B induces player A to leave. The absence of player A induces player B to arrive. Round and round and round we go. This is the problem.

    Yes, some people think they are B and are actually A. But there are other ways to induce reluctant players into PvP, that do not involve drawing players with zero intent to PvP into a PvP zone. Rewards that can be obtained exclusively through PvE play, and are more difficult to obtain in the presence of PvP play, have no place in a PvP zone, because they draw in people who will never want to do what the zone is supposed to be for. That is my point.

    The prescription is not to players, but to designers. When the design turns fellow players into obstacles to enjoyment (and that applies to both A and B), that is stupid and toxic.
  20. SpittingTrashcan

    Cut scene spam

    Quote:
    Originally Posted by Golden Girl View Post
    But they're mostly pretty short - like it takes just as long to zone and then travel to a mission door.
    The difference being that zoning and travel are, respectively, a technical limitation and an interactive segment of the game, while a cut scene is something the devs voluntarily chose to add which has no interactive element. Comparison is not valid.

    The option for cutscenes is fine. Withholding the option to avoid cutscenes is not fine.
  21. Okay, I said I wouldn't do this, but here I go.

    Memphis_Bill, you have proved that if you try hard enough, you can avoid the point I'm trying to make. Which is that PvE rewards can induce any number of PvE players to enter PvP zones, but they cannot induce them to stay for PvP - and in fact, the presence of PvP, by hindering them from achieving their goals in an acceptable timeframe, encourages them to leave.

    It is utterly insane that the presence of PvP in a PvP zone reduces the population in a PvP zone, but that is exactly what is happening! There is no way you can possibly claim that PvP makes it easier to obtain the rewards that PvE players enter PvP zones to obtain, and it doesn't matter what other rewards are available for PvP because that's not what they came for!

    ARGH. It is like arguing with a brick wall.
  22. Quote:
    Originally Posted by Memphis_Bill View Post
    I understand the question, but I don't think it's really addressing what the PVPer *gets* out of it.

    If we took away *all* rewards related to defeats (while leaving the defeat at "you lose nothing,") do you really think the answer would be the same as it is in the current in game situation?

    Look at the rewards. Yeah, you get a shivan (say,) or a temp power. I get a chance at a recipe that's running at several hundred million INF, an inspiration, further progress on my character (XP) - what's the real incentive for the PVPer NOT to attack? Even if I were "meh" about PVP but had a character I thought did decently, that's an incentive for me to go in and try to defeat others regardless of their purpose in the zone. If anything, it should be an incentive for you to try to attack me *back,* as not only do you get your shivan most likely, but could come away much richer.
    You have a point. In a vacuum, I'd give it a fair bit of weight. The fact that the conflict between PvP and PvE over zone use issues goes back to well before there were any rewards for PvP at all indicates to me that it's not the core of the issue. The question is not whether you have an incentive to attack - it's pretty well established that people who PvP have the motive and means to attack anyone they can. The question is whether I have any incentive to play the game you want to play once it's become clear that you're going to attack me.

    Suppose I came to BB to get a Shivan, and you came to PvP. These things do not happen in a vacuum. I have something I want to do with that Shivan, almost certainly in PvE, almost certainly for a PvE reward. I came prepared for PvE. You, on the other hand, came prepared for PvP. You probably know what you're doing - at least more than I do - and you probably built for PvP. You have significant advantages if we fight. On top of that, I'm working toward completing a particular task, which requires a certain amount of my attention and resources. You have no such disadvantage. Given this scenario - which is not particularly outrageous - what are my chances of getting a Shivan if you attack me? What are my chances of getting PvP rewards if I attack you? What are my chances of getting a Shivan if I try to avoid you? And what are my chances if I log out, wait until you get bored and leave, and then come back in at some ungodly hour and thus avoid PvP altogether?

    Blah blah blah counter-hypothetical. This thread is going nowhere that hundreds of threads haven't gone before. I'm just going to state my thesis, which I could swear is plainly intuitive but which apparently is actually from bizarro world, one more time and give up: if the developers want to encourage PvP in PvP zones, they should tie all PvP rewards to PvP play, not to PvE play in PvP zones.
  23. Quote:
    Originally Posted by Nethergoat View Post
    I'm vastly more likely to list a marginal item if I see bids for it than otherwise.
    I'm vastly more likely to bid on a marginal item if the last completed transaction was less than a month ago. My market slots are valuable too, y'know. Maybe I'll just buy it for myself with merits. Vicious cycle, downward spiral.
  24. Bill, I'm not sure what question you're responding to, but I'm pretty sure it's not the one being asked.

    If I understand correctly, the question is: if your goal is PvP, do you prefer to play against people whose goal is also PvP, or do you want people present who (accurately) view PvP as an obstacle to their reason for being in the zone? Or more briefly, is PvP better when all participants are willing?

    Note that it doesn't matter why they're willing, whether they enjoy it or are just being bribed to participate. The point is that they don't see PvP as counterproductive. Which, at the moment, it is.