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Can you clarify what you mean by sub-50 recipes? Are we talking about recipes from brackets that don't go to 50, or are we talking about recipes in brackets that go to 50 that are not themselves level 50? Because I have a keen interest in level 41-44 Crushing Impacts (read: outstanding bids). And, for that matter, level 29 Basilisk Gazes.
As for things that lack both demand and supply, it's not possible for me to tell whether those things are truly unwanted or whether those who want them have just given up on obtaining them through the market. The devs, on the other hand, can look at what's doing a brisk trade at the Merit store regardless of exorbitant prices. -
Quote:I agree with the general statement that Shivans are and should be balanced around being difficult to obtain. In general, PvP is more difficult than PvE - it's supposed to be a fair fight under ideal conditions, as opposed to a fight that you win by design - and you can and should balance PvP rewards around that generally increased difficulty.The Shivans and nukes are as powerful as they are BECAUSE of the PvP exposure. If there was no risk of attack they would be much, much weaker or not exist at all.
And yet, the fewer people are actually PvPing, the easier they become to obtain, and vice versa. It takes 5 minutes to obtain a Shivan if nobody is using the zone for its stated purpose, and 2.5 hours (or more!) if lots of people are PvPing. Rather than acting as a compounding effect on PvP, it acts as a regulator: if too much PvP is happening, people will leave the PvP zone because they can't get the PvP zone reward. Worse yet, if the zone factions are balanced in numbers, rewards are harder to get than in the case of a gross imbalance. Everything about the zone reward system is inimical to balanced, widespread PvP.
There are reward structures that make rewards easier to obtain as more people participate. The RWZ zone event makes it drastically easier to obtain Heavies when lots of people play the zone game. PvP zones have the exact opposite system.
This.
Is.
Dumb. -
So what would the expected result be of a roll system where you can choose the max level of the recipes you receive, but not the level bracket you draw from? That is, one where you can choose to roll at "level 41", and then receive recipes from any bracket 41 or below? Would the merit cost of random rolls need to be adjusted? And as a side note, would adjusting the merit cost of random rolls be helpful regardless?
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The general point is to make it impossible to obtain the reward without defeating somebody in PvP. I'm not terribly interested in hashing out the details; I assert that a solution exists, and the proof is left to the reader.
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Quote:Making an ungameable system is difficult and unrewarding. Making a system that's easier to play as intended than to game is much more doable. My entire point is that the current zone rewards don't even meet that lowered standard.Strangely, I made similar arguments [...] one of the last times and was told "No, that's gameable [...]!"
I've said it before and I'll say it again. If the developers really wanted to encourage people to fight each other in PvP zones, they'd gin up some numbers for XP, inf, and drop rates for players, and reward them on PvP kills and deaths at a ratio that favors winning over losing. Even I can be coaxed into getting gunned down repeatedly for minimal rewards and a chance at good rewards. Of course this is gameable, but there are ways to make it much more rewarding for people who try to win than for people who try to lose or who try to exchange wins. -
Off the cuff quick fix:
* Bloody Bay: One of the meteors can only be scanned by villains. One can only be scanned by heroes. To get a Shivan, you must knock at least one shard off someone from the opposing faction.
* Warburg: One of the launch codes can only be obtained by villains. One can only be obtained by heroes. To get a nuke, you must knock at least one launch code off someone from the opposing faction.
There, now they're PvP rewards. -
Quote:If nobody attacked anybody in BB or WB, it would be easier to obtain nukes and shivans. This is not a disputable assertion. The intent of the developers is not relevant.Except they don't. They want to turn it into something it's not.
Look, I'm not taking a side here. I want the PvP zones to be for PvP. I want to see lots of people actually PvPing instead of desperately trying to avoid PvP in a PvP zone. That's not what the current reward structure actually rewards, and as long as that remains the case, nobody wins. It's endless pointless stupid antagonism from now until doomsday. -
The problem is that the intent of the design and the consequences of the design do not necessarily have anything to do with each other. Bloody Bay and Warburg may have been designed with the intent of inducing and rewarding PvP, but the actual design is a classic prisoner's dilemma.
PvPers have the stated intent of the devs on their side. PvEers have the actual reward structure on theirs. This is dumb. -
Quote:Yes, but: it only reads the bind file when commanded to do so, it takes a very short time to read it, and the script that writes to the file presumably waits until it can get a write lock to write to the file. So, there's nothing particularly infeasible about this. If the CoH client is dumb enough to not spawn a separate thread for reading the bind file, then you might get a brief pause in the client if you try to read the file while the script is writing to it.Wait, you have a Perl script running at the same time as City of Heroes, writing to the file? Doesn't City of Heroes lock the file while it's reading it?
I considered doing some experiments along these lines myself. I was considering using named pipes, though, with the script pumping a new randomly generated bind file through the pipe whenever the CoH client attached on the read end. I never got very far with it, though. Named pipes are tricky. It's probably smarter to go ahead and write new bind files at a specified interval, but then I start worrying about disk wear. Maybe a file on a ramdisk... hm. -
To be less pithy:
This is the song that never ends.
Let me start with some facts not in dispute.
- PvP zones contain minigames that grant temporary powers with an enormous degree of usefulness in PvE content.
- PvP zones contain minigames that grant badges, some of which lead to accolades with PvE utility.
- These minigames are much easier to complete when nobody is actually PvPing.
So, on the one hand, the stated intent of the zones is for PvP. And on the other hand, the reward structure for the zones pays out much better when no PvP is happening. The winning strategy from a reward over time standpoint is to do everything possible to complete the minigames without ever PvPing. From the standpoint of in game reward over time, actually PvPing is the dumbest thing you can do in a PvP zone. Of course, if you enjoy PvP for its own sake then that all goes out the window, but the mixture of people intent on maximizing reward by avoiding PvP and people intent on maximizing PvP combat is toxic.
If the devs actually wanted to induce players to PvP, they would make the only rewards in PvP come from actually attacking other players (or teaming up to help others do so - I'm no great fan of the I13 everyone-is-a-blaster vision). And they would make those rewards comparable to PvE rewards, scaling from minimal for just participating to excellent for succeeding, so that nobody felt they were wasting their time. This is the only way I can think of to improve the current bile-soaked relationship between those who enjoy PvP and those who prefer rewards.
But what do I know. Carry on with your scuffle. -
Quote:Or to phrase it slightly more charitably, cutthroat competition doesn't appeal to players acclimated to working together for success. The problem with a lot of the existing PvP rewards is that, like PvE rewards, they're easier to obtain when everyone works together to obtain them. Rather than encouraging PvP, it encourages cooperative behavior in a zone ostensibly intended for competition, leading to interminable arguments between those who want to use the zone for its labeled purpose and those who observe what its design actually rewards. Why aren't you fighting versus why can't you leave me alone.A cutthroat environment of direct competition with clear cut winners and losers won't have wide acceptance among players acclimatized to certain victory.
I don't have any stake in a particular PvP rewards scheme, but I definitely think that the devs need to more closely consider what behavior they are actually incentivizing and what behavior they want to see. -
To be excessively pithy: the problem with the PvP zone reward structure is that they have the best reward rate when nobody PvPs.
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Quote:Ah, I think I was being unclear here. What I meant is that you can set the max level that you will get recipes at, but not exclude recipes from any lower brackets. So if you're rolling at 41, you still have a chance to get something from a set that caps at 20. I'm aware this would result in some serious crying, but it does solve the immediate problem!The problem with specifying the level versus the bracket is that some people will want to roll level 50 recipes (since even with the introduction of a slider there will always be more demand for them) but in a lower bracket so that they can get some of the better ones there (like Kinetic Combat) so allowing us to specify level but not bracket could well end up decreasing the supply of those recipes.
Quote:But I think a meaningful number of players would be open to 'dabbling' [in PvP] if the return on investment was more diverse and predictable.
Quote:r/e your proposed solution, games are generally loathe to reward failure.
Whether it would work to get people in zones or not, I can't see the devs going that route.
* Ikaruga grants an extra continue per game for each hour of play (so, even if you are a total failure, you will eventually have enough continues to make it to the end of the game).
* Guilty Gear XX has an alternate path for unlocking special features based on hours of play logged in addition to the standard path via achievements.
Note also that in the PvE game, where only success is rewarded, much is also done to virtually guarantee the possibility of some level of success - because spending time and getting nothing is a great way to persuade people that an activity is not worth their time. Right now, if only success is rewarded, then PvP is not worth my time, period, because success is not guaranteed, nor even the possibility thereof, and any reward system for success alone that would make my level of success in PvP worth my time would be a ludicrous jackpot for anyone who actually knew what they were doing. So yes, I think this is a place where participation rewards are indicated. They're certainly more indicated than the current zone reward structure (or anything resembling it), which gives the greatest reward in the least time if you avoid PvP altogether!
But I'm not a dev, and cannot speak to their reasoning. -
Quote:I agree with all the reasons you gave to do this, but can also supply one overwhelming reason not to do it: it creates more PvP/PvE tension in zones. People already complain about being targeted while grabbing shivans, nukes, badges, or whatever in PvP zones, because with these systems, actively engaging in PvP brings them further from their goals instead of closer to them. If you want to encourage people to actually PvP instead of just farm in a PvP zone and complain about being attacked, you must set up a situation where engaging in a fight always brings you closer to a reward. Of course, the drop rate should be higher for kills than deaths, and of course the total drop rate should not increase: if the current drop rate is D, then the new kill drop rate is (2/3) * D and the new death drop rate is (1/3) * D. Then you have an incentive to engage, and an incentive to try to win, but no incentive to avoid combat.Personally I'd say give them a chance to drop from PvE combat in PvP zones.
Quote:The problem here isn't the single recipe cost it's that not enough people do the lower level rolls.
Quote:Suggestion 3) depends on the intent. Perhaps you could add more detail. It seems the Devs are happy with the current earning rates. They did go and weight the drops a while ago, so the more desired things within a pool drop more often. It seems to favor things like attacks over controls for example. [...]
If the intent of 3) is to make things like LotG: +7.5% and Healing uniques into Pool A uncommon drops, then the Devs aren't gonna go for that. -
I don't know if this is the place to offer serious suggestions for improvements, but at the very least it seems to be attracting the crowd most likely to skeletonize bad suggestions in under a minute. The following comes from a position of profound ignorance and is probably wrong on several counts, but that's never stopped me yet.
So, from my worm's eye view, the problem is supply. Specifically, recipe supply. More specifically, supply of recipes in a few classes:
1) PvP recipes.
2) Sub-50 recipes.
3) Pool C/D recipes with high merit costs and low general utility.
And some suggestions for each of these:
1) Rewards for success don't bring people into PvP. People lured into trying PvP by rewards quickly discover that they have a long way to go - probably involving an entirely new, completely different, and highly expensive build, plus many hours of practice - before they have any chance at all for being rewarded for their time. That's not terribly encouraging. Now, once you get a certain critical mass of newbs PvPing, they start plinking each other, and then things stop being quite so lopsided - but you have to give them a reason to start. So, give PvP recipes a chance to drop when you are killed in PvP. Farmable? Not more than it currently is. Unfair to skilled PvPers? They get more targets and more chances for kill drops; what's not to like?
2) When purchasing or rolling for recipes with tickets or merits, let the player specify what level they want to be rolling as. Recipes will be generated at that level, or at max level if the max level for the recipe is below that level.
3) Reevaluate merit prices and drop pools. These were created when recipes were new and the devs had precious little idea what would be desirable. This is clearly no longer the case. When task forces only offered random rolls, the sheer volume of "trash" drops obscured the issue; merits brought the problem to the fore. Certain recipes simply do not appear on the market, so people save up to get them with merits instead of spending them on random rolls, so they're not generated as a side effect of random rolls, so they don't appear on the market, and so on and so forth. Needs looked at, for serious.
Or, I could be wrong. -
As a person who favors scrappers and tanks, I'm happiest playing my warshade as mostly dwarf. I use human form for traveling between spawns, throwing some control and buffs at the beginning of a fight, and summoning pets and recovering endurance at the end. Damage is not very high, but it's safe and effective enough for my tastes. I do have Nova in the build, though, with a basic level of slotting in the attacks; it's handy on teams where someone else is handling the aggro and I can focus on damage.
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Quote:Much as I love to talk up dark armor, one of these things is not like the other. Rooted from Stone Armor grants 86.5% resistance to end drain and recovery debuffs, the same amount granted by Murky Cloud from Dark Armor. Of couse, a Stone tank won't be bringing the combination of psionic protection, resistance, and self-heal - at least not all at the same time. But my own Stone/Stone can tank Carnies and Malta just dandy. It just takes a bit longer to take them down.I think you missed what he was saying. Try the same on a defense capped stone, invulnerability, fire, willpower, or shield tank. Tell me how they do when their endurance bottoms out.
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Quote:Sometimes I wonder if I made a mistake rolling an EM/DA brute. Then I play the game.Also, never never never take dark armor for a brute. Those 2 controller toggles kill agro.
Edited to add: On topic, the video does a good job of highlighting some of DA's strengths: notably, the endurance drain resistance. I see that you're not using the control auras; my brute uses OG, but she also has the Mu AoE immob which keeps things cooking in the damage aura while stunned. -
Quote:Except if the target dies before the damage lands. That's what I meant by "fast moving team": one where a target is likely to die during the animation of ET. In that situation, you deliver no damage (the target's already dead!) but you still take the self-damage, and that's the root of that complaint.Target movement speed is irrelevant. Once the to-hit calculation happens, if the power rolls a hit, it WILL hit regardless of where the character goes. It will actually hit ACROSS ZONES if need be, though when that happens you lose information on who delivered the damage. "Something" hits you with Energy Transfer.
I should really just start a new thread so that people stop being hung up over the fact that we're talking about ET, but I have the sinking feeling that people will accuse me of secretly trying to talk about ET anyway. -
Well, if I've already made myself look disingenuous, then this thread is dead in the water as anything I say can simply be looked at as a stealth tactic to get a handful of players to agree that an ET buff might be nice, and then go "Aha!" That's really not what I'm interested in doing here, but there you are.
But to give it the old college try: yes, I'm aware of damage auras. Their damage can be considered minor, but given the fact that they deal that damage to everything near you while consuming zero animation time, it can add up to quite a lot. I know this from experience: I play a FA tank, a DA brute, and an Elec brute.
In terms of examples to balance against, I think the more relevant powers would be Tornado, Bonfire, Caltrops, Thorntrops, and Telekinesis. The first four are the only powers I can think of that deal damage without a tohit check. The last is an enemy-targeting control toggle. Of the auto-damaging powers, Tornado and Bonfire have significant knockback, making them difficult to use as damage powers without some form of knockback prevention. Against enemies that can't be flung away, however, they can rack up some fairly impressive damage over time - and they can hit multiple enemies. Caltrops and Thorntrops deal minor damage, but their chief utility is as a Slow/Afraid power.
As for Telekinesis, its endurance cost is extremely high for a toggle, but it is also a guaranteed autohit mag 3 hold and repel that can affect up to 5 enemies at a time. The numbers I've given for, oh, since ET is a bad word, let's call it Damage Toggle or DT for short, put the endurance cost even higher than Telekinesis and throw continual self-damage on top of that. Being able to continuously deal high damage automatically to a single target is very powerful and no mistake: it slices right through any level of defense and -tohit, for one, making certain fights a great deal easier. On the other hand, I'd be hard pressed to come up with a build that can sustain burning 2 endurance (after slotting) and a significant chunk of health indefinitely while continuing to attack and be attacked.
The reason why this concept interests me is, once more, not because I think ET needs replacing, although if you were looking for a power to replace with this power, ET would be a reasonable candidate. What started me thinking about this was A) the fact that ET is the only power I can think of that deals significant self-damage as part of its cost (no, Oppresive Gloom does not count!), and B) the fact that there is no such thing as a damage-dealing enemy-targeted toggle, and having one opens up a lot of interesting tactical decisions. But, y'know, I've already lost all credibility, so whatever. -
To be clear: this thread is not about whether ET needs to be changed, and I am not one of the people claiming that ET needs to be changed. ET was mentioned because this idea came to me in the context of potential redesigns for ET. Perhaps it would have been wiser of me to remove all mention of ET, because the point is not whether ET needs to be this but whether a power like this would be interesting. As far as I know there are no enemy-targeted damaging toggles in the game, and I would like to know what it'd take to balance one.
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I mentioned this in another thread and nobody murdered me there, so I thought I'd lower it into the wolf pit...
The major issues I have seen people state with Energy Transfer as it is now are:
1. It's a second long-animating heavy ST hit in a set that already has a long-animating heavy ST hit.
2. Because the damage lands at the end of the animation, it takes too long to deliver on fast-moving teams.
I have a wacky idea for a way to resolve the above problems and make ET a truly unique attack power: make it a toggle.
Activation animation: as the old palm-thrust ET, forming a continuous beam of energy between you and the target for as long as the toggle remains active.
Activation time: 1 second.
Activation period: 0.25 seconds.
Endurance cost: 1 end per activation period (4 end per second, about 10 end over the current ET's animation time).
Recharge time: 20 seconds
Range: 10 feet
Effect:
Scale 0.456 energy damage to target (per tick: damage over 2.5 seconds equal to current ET)
Scale 0.375 special damage to self (per tick: damage over 2.5 seconds equal to current ET)
9% chance for mag 3 stun for 9.5 seconds (per tick: cumulative chance to stun over 2.5 seconds is approximately 60%)
The obvious benefit here would be the ability to immediately begin damaging an enemy, and effectively continuously hit him with Energy Transfer for as long as you sustain the toggle, while still being able to use other attacks on the same or other targets. The obvious drawback would be to continuously pay ET's health and endurance costs! If activated in 2.5 second bursts, it would have approximately the same effect as current ET; if the target is killed within 2.5 seconds then naturally the cost is less. To avoid abuse, the toggle should probably suppress itself after a certain time limit, as an indefinite-duration auto-hit damage and control power, even with a steep HP and end cost, seems open to exploitation to put it mildly. But even with that limitation, something like this would put EM back on top of the heap in its specialty: horrendous levels of ST damage at a steep cost to the user.
Of course this violates the hell out of the cottage rule, the numbers would need a lot of tweaking to be anywhere near balanced, and it'd never have a chance of being implemented in any case - but wouldn't it be neato? -
Hm. Well, if one person is using Hurricane and the other is using pool Provoke from far enough away...
It's a bit elaborate, isn't it. Still, it has a theoretical marginal level of utility. -
I find it interesting that MA is characterized as "putting the burden of content creation on the players", when many players had been asking for the opportunity to create content. Even if 90% of the posted arcs are farms, that's still a lot of player interest in creating content. Not a majority, but a dedicated minority.
There are two ways you can go with an activity that in and of itself holds marginal appeal: you can try to make it more rewarding to lure in more players, but then have to balance it so that it can't be exploited, or you can give those who enjoy it maximum leeway to enjoy it as they like, and remove rewards so that you don't need to worry about exploits or balance issues. The developers have shown a preference for the first option in their decisions regarding MA and PvP. I'm not sure that the results have validated that decision.
A third way would be to give universal access to maximum leeway for zero reward, and then on a case-by-case basis (assisted by automated tools) select specific items as conforming to risk/reward goals and upgrade them to full reward status - in fact, that's how I expected MA to work from the start. But that would require developers with a deep understanding of the system in question and the time and energy to make it work. It could be argued that was lacking when it came to PvP: we never had a "PvP dev". We do have a "MA dev", and he seems to have some idea what he's doing, so maybe that's the way to go. -
I didn't say that the same person would be using Hurricane and Taunt. It's a team strategy.
Edit: Also, it doesn't rely on the range debuff in Taunt, although that does help.