Starsman

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  1. Quote:
    Originally Posted by Arcanaville View Post
    Given Matt's view on the subject, probably not.
    Is he the one that is afraid of clowns? I thought that was Castle but I may be remembering the conversation the wrong way around...

    It would had been great to have some Joker inspired sets. Clown/Carnival summoning obviously would be the top of the list, but alsow would have loved Trick Melee (things like hand buzzer) and Toy Blast (full of giant boxing gloves, caltrops like power with jumping winder teeth jumping in the "patch" etc.)
  2. Quote:
    Originally Posted by Black Pebble View Post
    That's actually (theoretically) doable with existing tech. It involves swapping in a different animation for the in water state. The only caveat is that it has to be tied to a toggle power.
    BP, since you are here, I MUST ask: Was Clown Summoning, or a Carnival Summoning primary for masterminds ever seriously considered?
  3. Quote:
    Originally Posted by KnightOwl View Post
    It may be that for the greater good of City of Heroes, Arcana is just going to have to continue running that upgrade until that parallel universe reality in which that event happens becomes the actual one.
    Was CoH also canceled in that parallel universe? If not, maybe we can somehow crack open a gateway between both realities via her command prompt allowing us to migrate to a land where CoH is not at risk!
  4. Quote:
    Originally Posted by Black Pebble View Post
    Assault, yes.
    But to get Kinetic Assault, you would need more ranged attacks than the current Kinetic Melee has... so... you also were working on Kinetic Blast?

    Quote:
    Originally Posted by TiberianFiend View Post
    DO WANT weather blast. That probably would've been a long ways off, though. Not that it matters, now.
    I rather would have love to see independent Water and Lightning blast sets, with the Lightning set being much different from electric melee by using attacks more like the ones used by the Lightning Storm pet.

    Quote:
    Originally Posted by bpphantom View Post
    DID? Sir, she has aged remarkably well. Like an excellent wine. I've still got a crush on that lovely lady.
    I don't know... she is not exactly ugly but... It's like looking at my mother... Maybe if you are in her age range she may look 5 to 7 years younger than the average... but wine? nah.

  5. Quote:
    Originally Posted by Starsman View Post
    Soooo... water control... water melee... hydro armor and hydro assault?
    Just thought something that may make more sense than this...

    If we were getting Rad melee, and rad armor, and we already have rad blast...

    It just makes sense we got quickly a Rad Assault and a Rad Manipulation set.
  6. Starsman

    Rad Armor/Melee

    Remember that was work in progress. At this point, I think the goal was not numeric balance but creating the "feel" of the set.

    Heck, when Bio Armor got to the beta server it was insanely OP.
  7. Quote:
    Originally Posted by Black Pebble View Post
    Who told you that?
    Soooo... water control... water melee... hydro armor and hydro assault?
  8. Quote:
    Originally Posted by Johnny_Butane View Post
    Positron name dropped the "Striker" AT in the AMA. Ranged Damage/Melee Damage.
    As in, at least I assume, the true melee sets as opposed to the mixed bag Blasters got as a secondary.
    I would picture an AT with Assault sets more likely.
  9. Quote:
    Originally Posted by Black Pebble View Post
    Sorry, Bus Control and Bus Blasting were not on the list. That's definitely a rumor that I've been trying to squash1 for months.


    1And no to Squash Melee as well.
    Hey! Give me a break! Not my first language! Last red-name to do that at least did it via PM...

    So you did not denny it being about ancillary pools... for publicly making fun of me you owe me a reply here!
  10. Quote:
    Originally Posted by Black Pebble View Post
    You're missing about 4 really obvious ones, most of which were expansions or modifications of what had been seen so far.

    EDIT: Hints. Tanker, Controller, Dominator, Blaster.
    You mean 4 more with actual work done on them? Not just planned? If so: DARN you guys were getting bussy!!!

    "expansions or modifications".... wait... epic pools? More pool powers? no... because just tanker controller dom blaster... New Ancillary pools then maybe? Patching a few conceptual holes in those?
  11. Starsman

    Rad Armor/Melee

    To be fair, it was not a secret. It was hinted constantly, synapse even sort of talked about it during the Bio Armor thread in beta test. But its cool being able to see the direction the set was taking, even if it was extremely likely to change a lot going forward.
  12. Quote:
    Originally Posted by Aett_Thorn View Post
    I kinda want to punch whoever came up with the whole, complex Threat mechanic right in the face. It's just too cumbersome, and should be much simpler. The fact that it's in such a huge spreadsheet I think is a major problem, even if it doesn't really matter in practice.
    Since the introduction of GR, with brutes and tankers in either side, the threat mechanics became a bit more important.

    Not all brutes want to play tank, and given they do more damage than tankers, it's good to have an idea how to get aggro away from the brute (besides using taunt-the-power.)

    At least that was a concern I had at first, I later realized that most brutes in game will gladly tank... Thats why I quit once GR came out and coming back nearly 2 years later depressed me a bit... no one was bashing or complaining, but no matter what class I played, if there was a brute in the team, he was the one doing the tanking.

    Anyways, now Im derrailing the thread

    In this game, threat per target is a bit irrelevant. Taneker or brute, they will get the aggro of whatever they hit (for damage) away from other players. The complexity of threat in this game comes on AoE threat management. Either taunt auras (that should they do no damage dont really work well... unlss they debuff like there is no tomorow) or your primary attacks.

    Due to this, I always considered AoE attacks, especially early in the game, are extremely important for tankers. If this game survives, I think I would love to see tanker damage boosts to involve increased AoE capabilities via some sort of splash damage mechanic.
  13. Quote:
    Originally Posted by Arcanaville View Post
    Its a silly movie really, but it has the coolest laser gun sound effects of all time in my opinion. A silly thing to remember, but yeah.
    I think I was 6 last time I saw it. Revealilng my age, that was 29 years ago. Dont remember the movie but still remember the black hole phobia. :/

    Well I do also remember Maximilian and the floaty robots, but what kid would not remember that? I forgot about the glass faced robots until I searched that up now.
  14. Does not ring me a bell but it for some reason got me thinking about The Black Hole

    Have not seen that movie in ages... just remember it used to scare the hell out of me as a kid... would wake up in fear that the entire planet would be swallowed by a black hole...
  15. Quote:
    Originally Posted by Black Pebble View Post
    FPAGN.

    Tempted to say yes just to jerk your chain, but no, that was never in the works. It was too resource intensive to pull off.

    There were powers and AT stuff in the pipeline that were so cool, they would almost have made me recover from the emoness of the fire imps nerf, however.

    So other than all these bellow this message... what else? I am now finding it hard to believe you had time to even think further beyond that? I think a combo of the ranged attacks in Beast Mastery plus some melee attacks from Savage Melee would had make my dream dominator power come true:

    Bestial Assault!


    Quote:
    Originally Posted by Starsman View Post
  16. Quote:
    Originally Posted by Ironik View Post
    It's pretty clear the DCUO devs had no connection to superheroes the way CoH's did and do. They spent at least $50 million making DCUO and the game is basically -- at its heart -- merely a generic fantasy game with different skins. Unsurprisingly, it seems most of the devs were from fantasy MMOs, such as lead dev Chris Cao who came from EverQuest. How you spend that much money. miss your deadlines and have a beta that abbreviated and still turn out a lame game is beyond me.
    Interestingly: quite a few devs were CoH players themselves. Recall quite a few stories about the game design intentionally attempting to prevent a game like CoH at launch, where tankers would herd maps, etc.

    They also wanted a much more action oriented game, so they did a game that felt more like a brawler. Some of the core ideas were not bad at all.
  17. Quote:
    Originally Posted by Obitus View Post
    That's the most likely explanation. Don't get me wrong; I understand how it happened. I just don't understand why it was allowed to happen. You'd think they'd realize that their powers framework wasn't flexible enough beforehand. All of that stuff you talked about earlier -- how to create offensive powers that fit the theme of invulnerability and whatnot -- should have been fleshed out at the conceptual stage, shouldn't it?
    Maybe some one had a conceptual idea on how it would fit in the game. Maybe the original idea was never for survivability to be tied with the powers at all, that your survivability would be entirely gear based.

    Their concept of single-element might had worked fine in another game, but it's hard to see why they stuck to it for DCUO, where they have heroes like Superman commanding multiple elements (Wind, Heat and Cold on top of strength.)
  18. Quote:
    Originally Posted by Obitus View Post
    Yeah, I wasn't in DCUO's beta, but I'm familiar with the devs' purported reasoning for the omission. The excuse rings hollow, though; if your powers' framework doesn't allow you to emulate the most iconic character type not just in comic books generally, but particularly with respect to your own IP -- then maybe your powers' framework should have been scrapped before you started on it.
    My guess: they didnt realize how unfriendly it would be until they got too far along development. By then, there was no way to change things enough to accomodte it. I think thats part of why they ended up creating the Iconic power pool.
  19. Quote:
    Originally Posted by Obitus View Post
    Yup. There are many things to like or not like about DCUO. Personally I tried the Brawling/Ice armor tank, and (once I made some character-build compromises) found that the conceptual shoe-horning wasn't a deal-breaker. The game's lack of depth was the deal-breaker, ultimately.

    But man. Making the "inspired by Superman" build into a flying ice block? That's just hilariously bad. It'd be one thing if it were a generic superhero MMO or even a Marvel MMO, but who in his right mind would even think about designing a DC MMO without providing effects-lite or physical-invulnerability defensive powers? It should have been the very first thing on the list.
    As I mentioned: it was in their list. They just never seemed to be able to shoe-horn the concept into their power structure, at least not with the time they had. How do you make a full Invulnerability tree that has an advancement similar to the other types? How do you turn it into an offensive tree?

    This is not guessing, they actually said it in beta.

    I also remember the lame answer: "just pick any set, ignore the special powers and use iconic pool to build your supermanish clone for now."

    Quote:
    And last I checked, that gaping omission remains even now. DCUO has released at least three new power sets since it launched, AFAIK: two of them were elemental sets (Electricity, Earth), and the third was a green lantern set -- all of which are fine, but wow.
    I am shocked they have not done it yet. It's hard but not impossible to come up with answers to what I said above. Nit pick: the light set is obviously derived from green lantern, but not meant to be related. It's supposed to just be light.

    Oh another grudge with DCUO: no power customization! Really?!
  20. Starsman

    Good news all..

    Quote:
    Originally Posted by Bill Z Bubba View Post
    If this actually goes down as described, and I truly hope it does, then I'd resub hard.

    And then harass the living hell out of Mr. Miller to fix solo incarnate progression. So, hey, he's got that to fight for as well!
    I was already sub hard but I'd definitively spend money to buy every power set I don't have unlocked. Likely do the same with costume pieces I don't own, if only as a way to inject some money into the new venture.
  21. Quote:
    Originally Posted by Winterminal View Post
    Marvel Heroes... *sigh* why do I have to play as one of them?! I LOVE Marvel's characters, but I do not want to be one-of-several Spidermen slinging my way through Manhattan.
    I don't think Marvel is gunning at CoH or the traditional MMO market. I think they are gunning at the Leage of Legends model. The game will likely launch with a roster of characters and over time they will sell you "digital action figures" to play with inside the virtual world.
  22. Quote:
    Originally Posted by theHaunt View Post
    Um, okay. You can't just say "we have to ignore all of the past seven years of ANet's behavior in managing their game, but we'll look at the past year of NCSoft's corporate influence over a variety of games that their management ostensibly oversees in different capacities from game to game".
    I didn't say to ignore the past, but y ou cant use GW1 as reference due to how much more complex GW1 is.

    Also, you cant look at the past on business desissions when the current model business for the company has drastically changed since then.

    Quote:
    Especially since ArenaNet has, in the past, had a fairly independent relationship with their publisher, as they've said in several interviews.
    Tell that to all the employees reviewing the company badly, and tell that to Paragon Studios.

    Quote:
    This is an especially suspicious request since you only want to consider past behavior that you feel supports your argument.
    To be clear: short term past behavior (since the present is the past by the time it hits our brain.) Look at the mothership. Look what it is doing currently with all its IPs. Don't use references from what they did 5 years ago. Think 1 year ago tops.
  23. Quote:
    Originally Posted by Arcanaville View Post
    Quote:
    I don't see the point here. Status resistance decreases duration, not magnitude (another special case ? Yes, I have to code that)
    That's technically not true. Technically speaking, Magnitude Resistance decreases magnitude using the Scale * (1 - Res) formula. Duration Resistance decreases duration using the Scale / (1 + Res) formula.
    Correct me if I'm wrong in this, but that's just a player front conceptualization on what Mez Resistance ends up doing.

    My guestimation is that Mez Resistance is instead just accelerating the mez-wear-out timer while it's active.

    Pseudocode example:
    Code:
    MezDuration = 10s
     
    While (MezDuration > 0) {
        MezDuration -= (1/30) * (1+CurrentMezResistance);
    }
    If you have 100% mez resistance only for 2 seconds, just because you got hit by a mez during that window does not mean the mez will now last half the duration. It will just be accelerated deterioration during that time.

    Same goes for recharge buffs vs power recharge.

    Again, this is a guess, it's how my abandoned attack chain calculator evaluated both these effects (and recovery and regeneration ticks.)

    Quote:
    Interestingly, mez protection buffs are often typed magnitude, not duration. That means in theory if you could slot them with mez enhancement, your protection would get higher. You can't do that, so you can't see this effect.
    You can do that for Acrobatics. Castle did a one time experiment/exception when he nerfed the power, and allowed players to slightly increase a portion of the magnitude buff by slotting KB enhancements into the power.
  24. Quote:
    Originally Posted by BrandX View Post
    DCUO sucks period And a lot of that is because of what you said in the last paragraph.

    There's no Invunerability, no Super Reflexes, no Regeneration style defenses in DCUO.

    You're basically a Fire Armor, Ice Armor, Traps, ect...character in DCUO.
    I think their achiles hill there was to force elements into the archetypical roles. It became a bit puzzling how to add some sort of "Might" element that would expand beyond simply a tank/defense tree/mode within their setup. Recall reading mentions during beta that it was something they actually wanted to do.
  25. Quote:
    Originally Posted by Johnny_Butane View Post
    DCUO shares similar issues: ugly artwork and graphics, lack of content, small game world. And it suffers further from a pathetic costume creator, terrible powers system, terrible attack animations and a community that's only a half notch above a Madden/Halo XBox player convention.
    Thanks to EvilGeko I got into DCUO beta. I actually dig the art style of the game, the only thing I hate is player faces. NPC faces are gorgeous, but the faces they give players make me think players are fighting the urge to take a dump. That and the character creation GUI is a pain in the rear.

    But overall the game had some very cool ideas, especially the idea of weapon + element combinations. They did mess it up once they gave everyone the ability to get any weapon after creation, then giving stat perks for players grinding up through every single weapon tree, sort of forcing everyone to use every weapon. That killed a bit the variety of who you wanted to be. Starsman holding a hammer? Or a gun? Just to get some stat? Absurd.

    But should you see past it, I like the Justice Leage Unlimited feel of it. I don’t feel I’m exactly my own solo hero there, but I do feel like the next best thing: a member of the most epic super hero team in the planet.