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Quote:The problem with the powers you suggest is still the fact that they do nothing more than give numeric bonuses to your character's stats. As I mentioned previously in the thread, powers should be fun and change the way your character plays. New attacks, controls, even defenses can achieve that goal by altering your tactics in battle or sometimes even just by looking cool. The Fitness pool feels more like a "power tax"--they're just boring stat boosts that make you feel like you didn't really get a new power at all.i haven't read through 8 pages of replies, so this might have been said, but i think there should be an alternative to making powers from the fitness pool totally inherent. how about just restructuring the fitness pool? replace with something similar.
The Training Pool!
Survival Training - +8% Def (All) +10% Res (All), duration 20 seconds, recharge 120 seconds
(making it a click power makes it a decent option for a Tier 1 pool power.)
Fitness Training - (Auto) +25% Regen +15% Recovery
(combine health and stamina into one power rather than making it take 3 power selections. give less of a bonus to make it fit as a Tier 1 pool power.)
Athletic Training - (Auto) +100% Jump +30% RunSpd +10% Regen +5% Recovery
(combine Swift and Hurdle for those who want them and include a mild bonus for regen and recovery for those willing to dedicate a second power toward it. Absolutely optional, but reasonable, Tier 2 pool power.)
Superior Training - (Auto) +15% Regen +20% Recovery +5% Recharge
(progressive bonus keeping with trends of other pool powerset Tier 3 powers. could be made a click power with no overlap, also.)
i think this (or something very similar) would be a far better option than just giving everybody something that a majority of us have sacrificed a whole three power slots for. i've gone to great lengths to create a couple builds that don't need stamina without needing a change in play style. For instance, my level 50 Dark/Elec brute that runs seven toggles almost all of the time (not including the damage aura). Or my level 50 Ice/Icy Dominator that uses Power Boost and Power Sink as well as domination to keep the endurance bar full. -
Quote:Rate of reward gain is not really the purpose of playing an MMO, however. If it were, then simply making a game that involved pressing a button to earn points would be a major success. Rewards are meaningless if the challenges faced to earn them are not engaging. There is no reason to even seek rewards in CoH unless your goal is to improve your character to overcome more difficult obstacles.Well, there certainly is a benefit to moving quickly through missions, so therefore I would say there is, in fact, a penalty to moving slowly through missions as well. The faster a player can move through content, the greater their rate of reward gain, whether it be XP, inf, merits, drops, whatever.
In a perfect world, the rate at which you can earn rewards would be directly proportionate to the challenge-level of the content your are consuming. If you face trivial content, you earn trivial rewards. If you face extreme content, you earn extreme rewards. If you are no longer even considering the challenge level of the content, and merely examining the rate of rewards earned in a given amount of time, I suggest that the very point of seeking those rewards has been lost.
Anybody can simply repeat trivial content enough times to accumulate trivial rewards until they equal something significant. However, I would suggest that this sort of play is counter to the intent of the game, and probably an aberrant behavior that only a minority of players actually practice regularly. Sure, there will always be people who farm easy missions to make loads of cash, and if they enjoy doing so, then more power to them! However, is not the purpose of a super-hero MMO to build a super-heroic character, engage in simulated combat with evil foes, and eventually emerge victorious with your hard-won spoils?
What I was referring to when I said, "there is no penalty to moving slowly through missions" was that completing a mission does not become more difficult because you stopped to rest between every encounter. Therefore, your ability to overcome the challenges in the mission does not degrade because you decided to take a 5min AFK to make a fresh cup of coffee. Because of this, the actual challenge level of most content in CoH is not significantly impacted by your endurance recovery rate, because only very rare encounters actually last long enough that running out of endurance is a factor. That vast majority of the time, your recovery rate has little to no bearing on what content you can complete--and therefore what quality of rewards you can earn--it merely imposes an artificial restriction on the speed at which you are able to complete that content. Basically, the only thing it challenges is your patience. -
Quote:I can see your point here, but I disagree. First of all, because I have never found resource management on a tactical level to be very fun (this is opposed to strategic-level resource management, like in a game like Civilization or similar), but mostly because resource limitations in FPS and RPG games are designed specifically for the environment and duration of the game. FPS games and RPGs (the non-MMO variety) are designed with a definite beginning and end. The player starts with a certain amount of a given resource, and the designers ration out additional resources according to their intended level of scarcity. If the devs don't want the players to use rockets all the time, they will only place a few rockets in their levels, or make rocket spawns more rare than simple bullets. If a designer wants you to save your Mega-elixers for emergencies, they will only place a few of them in hard to reach treasure chests or as drops from unique bosses.To me, it's no different than ammo management in your typical FPS, or spell/mana points in your typical RPG.
Sure, it's fun unloading rockets into grunts... but you might want to save some for the boss. Oops, you ran out? <Load last save>
IMO, there should be some penalty for going all-out all the time, and there currently isn't.
This method works because the designer knows exactly what challenges the player will face, and therefore exactly how many of the resources they want the players to obtain in order to succeed at those challenges. The developer can place only 5 mega-elixers in the entire game, and that's okay because the player will probably only need a couple of them, anyway. However, MMOs like City of Heroes do not have a definite ending. Players can play the same characters for months and even years. They may repeat the same limited selection of content over and over, or they may try to consume all the content in the game without ever doing the same thing twice. The players do not have a predictable, finite set of challenges that the designers can reference when portioning-out their resources.
Because of this, limited resources are almost impossible to balance properly. You want every player to have the same experience consuming your content. You don't want one player to breeze through it by expending some sort of unique resource, while another player continuously loses until they give up in frustration because they don't have the same resource. Since it is impossible to predict what resources a player will have going into the encounter, it's impossible to determine how much of said resources the encounter should expend. Unless you want every mission to include a shopping list, this is how it has to be.
Therefore, resources in an MMO are necessarily either specific to the individual challenge (such as a mission where you are given a temporary power that you are meant to use for that specific mission) or are meant solely as an aid, not a requirement (such as inspirations--they are useful, but a sufficiently well-designed character in the hands of a skilled player doesn't usually need them).
The Endurance bar in CoH is not a terribly effective means of limiting character power in most situations. A character will usually not find running out of endurance mid-fight to be a significant issue in the vast majority of encounters. Instead, the endurance bar acts more as an artificial throttle on how quickly a character can transition from one encounter to the next. Since there is no real penalty in CoH for moving slowly through missions, the effect of the endurance bar really doesn't significantly impact a character's effectiveness in most aspects of play. Instead, it just makes the player have to spend more time between encounters, which is neither challenging nor fun. It's just waiting and wasting the player's time. -
The Fitness pool has always been a textbook example of how NOT to design a modular character building system. The purpose of giving players a choice of powers is to help differentiate characters so that each player can build a unique play experience that fits their personal needs and sense of fun. Getting a new power should be fun and should give you a new tactical option that changes the way your character plays. Most powers achieve this, fitness does not.
Fitness is a pool full of nothing but static bonuses to base mechanics. They are not fun, they are simply enablers. They don't make the play experience more fun, they make it less tedious. This is an important difference. A designer's goal is to make a fun experience for the player, tedium is never a fun experience. Only a minority of players find resource management to be fun on its own, most people only pay as much attention to such issues as is required to enable the play experience that they enjoy. Running out of endurance basically grinds your play to a halt for as long as it takes for the blue bar to recharge. I am willing to bet that the vast majority of players do not enjoy standing around waiting for a bar to refill so that they can continue playing.
In many ways, it's rather like getting a faster internet connection to stream video. Nobody likes their videos to pause every few minutes to buffer, they prefer a fast connection so they can watch their movie uninterrupted. Running out of stamina is essentially the same thing, it forces you to stop doing what you enjoy and wait.
So, not only is the power itself not fun, the effect of the power doesn't really make playing more fun either, it just allows you to play consistently without having to wait all the time.
I, personally, am glad that the devs have finally realized this mistake and are willing to make a change for the good of the game. No longer will I have to pause my game and stare at a blue bar that seems to read, "Please be patient while your fun is loading." -
Quote:I'm not quite sure what your point is, here. Yes, the categories are fairly broad, but the fact is that the powers chosen for each of the sets, as a whole, work in unison to allow the character to fulfill the role of the set. All buff/debuff sets have powers that, when used together properly, will allow the character to buff his allies or debuff his enemies. Any given power in the set was designed to assist the character with his role as a buffer or debuffer.So in your world, "grouped by their mechanical effects" means one of: Ranged Damage, Melee Damage, Damage Reduction, Crowd Control, Pet Summoning, and Buff/Debuff? Those are pretty damned broad categories, and still don't quite cover the powersets and ATs we've got. And don't even start thinking about the Kheldians and the Soldiers of Arachnos.
This is contrary to the powers in the Fighting Pool. The pool is a mix of specific-use offensive powers and general-use defense powers. Defenses are of great interest to many characters, because almost every character, regardless of archetype, can benefit from increased survivability. On the other hand, very few characters derive any meaningful benefit from weak melee attacks because those that actually would choose to enter melee combat (brutes, scrappers, tankers, stalkers, occasionally a dominator or blapper, certain builds of epic ATs) will have much more useful attack choices from their primary or secondary sets. The Fighting Pool attacks are barely comparable to the T1 power in a melee pool, and many scrappers and stalkers don't even take their T1s.
Anyway, I hope this clarifies my point. Again, I am not entirely sure what you're trying to argue, but I stand by my previous comments. -
Quote:The ATs were designed around creating a coherent theme for play, then the powers for each set in the AT were further sub-divided by theme. In your example, the Dark Miasma power set is a buff/debuff set. It is available to certain ATs whose role is to buff or debuff, such as defender, corrupter, or mastermind. The individual powers in a given set are not supposed to be mechanically identical, as long as the complete package fulfills the role that the set is meant to fill in the AT. Tar patch and darkest night are both debuffing powers (though tar patch also contains a strong control element, as much of Dark Miasma does), therefore they belong in a debuff set.Really? I had no idea that Tar Patch was grouped with Darkest Night because they have similar mechanical effect.s
On the other hand, the "fighting" pool really doesn't do much to inform players of its use. Obviously it is meant to make you better at fighting, but that is the purpose of almost every power in the game, so that really isn't terribly relevant. Also, the first two picks are both melee attacks, which are mostly worthless to many ATs (blasters, controllers, dominators, corrupters, etc.) and for those ATs that may get use out of them (scrappers, tankers, brutes, etc.) they are nearly always the worst attack that character has access to. In other words, they are a totally wasted power pick in the vast majority of builds, though they are required as prerequisites for two rather nice defensive powers that are useful to many ATs. -
Personally, I have always found the pool powers to be rather poorly structured. The pools were designed around very vague concepts, and do not mesh particularly well mechanically. I mean, the Flight pool has a melee attack? If you want to increase your character's survivability, you are forced to choose an inferior melee attack? Don't even get me started on the worst pool of them all: Fitness. Talk about power taxation, not a single one of the Fitness powers is "fun" they are all basically just passive stat bonuses. The only reason anybody takes them is to get Stamina, a pool power that is basically required for most builds in order to have fun and not be hitting Rest every time it refreshes. This is a textbook example of how NOT to design modular character abilities: make a boring, passive ability that almost every character will feel they need, then make it require prerequisites that most people wouldn't want, otherwise.
I think the pools really should have been grouped by their mechanical effects, which would help inform new players as to which powers they should look at when building a character. That's basically what they were going for when they built the ATs, so why do the pools seem like they were grouped using post-it notes and a dartboard? -
I understand how this could be very distressing for mercs and other ranged-based MM sets, but as a Necromancer, I am overjoyed that my Grave Knights won't stand around tossing dark bolts anymore while their swords rust away in their scabbards.
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Considering I've had this same issue since at least I13, I wouldn't be too hopeful for a quick fix. I find it hard to believe that the devs didn't have an inkling that this priority issue was causing some problems on certain machines, but it appears the engine changes implemented with UM have caused it to become evident to a much wider range of users than previously. Maybe the increased publicity of the problem will prompt more rapid response, but I am guessing that if it was an easy fix, it would have been made by now.
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Quote:I just wanted to let you know that the information here doesn't necessarily display any connection issues. I ran a lot of traceroutes and pathpings when I worked in ISP network troubleshooting, and it is not at all unusual to get no response from gateway servers like you see on Lines 9 and 10. Some servers are configured to not respond to ping requests, or are protected from such unnecessary traffic to minimize load.Hey Tex,
I am using a D-Link AirPlus G DWL-G510 Wireless PCI Adapter(rev.B) which connects to a 2Wire 2700HG-D
Looking at my connection data, and not knowing how to interpret it, could someone else let me know what it is saying? Looks to me that the problems are Network Time Out related and not here at home. 100% Packet loss when connecting to PlayNC chart 2 lines 9 and 10.
Tracing route to 206-127-144-81.plaync.com [206.127.144.81]
over a maximum of 30 hops:
0 Home.gateway.2wire.net
1 homeportal
2 bdr.mpls.iphouse.net
3 .m20-1.mpls.iphouse.net
4 4.59.66.13
5 ae-11-11.car1.Minneapolis1.Level3.net [4.69.136.101]
6 * ae-4-4.ebr1.Chicago1.Level3.net [4.69.136.106]
7 ae-1-100.ebr2.Chicago1.Level3.net [4.69.132.42]
8 ae-5-5.ebr2.Chicago2.Level3.net [4.69.140.194]
9 ae-2-2.ebr2.Washington1.Level3.net [4.69.132.70]
10 ae-44-44.ebr2.Frankfurt1.Level3.net [4.69.137.61]
11 ae-82-82.csw3.Frankfurt1.Level3.net [4.69.140.26]
12 ae-32-89.car2.Frankfurt1.Level3.net [4.68.23.132]
13 62.67.33.218
14 * 206-127-156-10.plaync.com [206.127.156.10]
15 206-127-144-81.plaync.com [206.127.144.81]
Computing statistics for 375 seconds...
-> canceled by GameAdvisor due to timeout(300 sec)
1 3ms 0/ 100 = 0% 0/ 100 = 0% homeportal
2 47ms 11/ 100 = 11% 6/ 100 = 6% bdr.mpls.iphouse.net
3 47ms 12/ 100 = 12% 7/ 100 = 7% m20-1.mpls.iphouse.net
4 47ms 8/ 100 = 8% 3/ 100 = 3% ge0-2-0.m20-2.mpls.iphouse.net
5 45ms 9/ 100 = 9% 4/ 100 = 4% POS3-0.GW6.MSP1.ALTER.NET
6 50ms 5/ 100 = 5% 0/ 100 = 0% 0.so-5-3-0.XL3.MSP1.ALTER.NET
7 105ms 28/ 100 = 28% 0/ 100 = 0% 0.so-6-0-0.XL1.LAX1.ALTER.NET
8 102ms 32/ 100 = 32% 4/ 100 = 4% POS6-0.GW4.LAX1.ALTER.NET
9 --- 100/ 100 =100% 72/ 100 = 72% p5-15-c0-ncla-pub.plaync.net
10 --- 100/ 100 =100% 72/ 100 = 72% p2-23-c0-a1-ncla-pub.plaync.net
11 103ms 28/ 100 = 28% 0/ 100 = 0% 216-107-242-81.plaync.com
I am having the exact same issues that other have mentioned in this thread regarding the intermittent packet loss. See: http://boards.cityofheroes.com/showt...74#post2843274 for more information. -
I just wanted to chime in and say that I have been having this exact same issue since I started playing again around I13. I played for a bit at launch before that, and I don't remember it happening then, but that was long ago.
My problem appears to be less severe, though. I get the same pattern of intermittent red bars, but for me it's a tiny sliver, like only few pixels. I also lose exactly 2 packets each time.
I actually worked in network troubleshooting for my local ISP for years, so I can state with absolute confidence that it is most assuredly NOT a problem with my connection. I also use a wireless router, but as I mentioned I am more than qualified to troubleshoot that myself and I have not found anything wrong with it. I have the appropriate ports forwarded to my main PC on my network, and I don't even use encryption, opting instead for a MAC address whitelist to ensure nobody can access my network without authorization. I have been playing online games for around 4 years on my current PC and connection, and it has always been perfect (I live near a major business and industrial park, so my region has very high priority for outage repair or degraded signal maintenance).
In other words, at the risk of sounding exactly like those annoying, know-it-all customers I hated dealing with when I was a TSR, I know it is not a problem on my end. It appears to be fairly obvious that CoH isn't playing nice with something on my system, be it the wireless card, OS services, device drivers, or what have you, but it certainly does not appear to be anything that I have the power to fix.
This problem ranks as my #1 complaint regarding CoH. I enjoy the game immensely, but rubber-banding every 15 seconds or so is AMAZINGLY aggravating. I can't count how many times it has messed-up my positioning of point-blank AoE attacks, caused me to end up underneath an obstacle I jumped on top of seconds before, or landed me back in the middle of a huge group of MOBs after I'd just attempted to escape. Not to mention how completely messed-up Z-axis positioning gets when it happens while jumping. It makes Super Jump almost unusable.
I'll definitely be watching this thread for information. I never bothered hashing it out with their TSRs, because I cannot feasibly connect via Ethernet since my rig is in a steel ATX full tower case and doesn't fit anywhere in the bedroom where my modem has to sit (that's the only wall jack in the house that carries the data signal). Since step 2 on their checklist seems to be bypassing the router, our troubleshooting pretty much stopped there. -
I am curious, just from a purely academic standpoint, as to exactly how great a reserve you have to maintain in order to fill orders such as these. Seems like an awful lot of responsibility and potential risk due to crafty players trying to rip you off, so I assume you make a decent living off of it. However, I can't imagine how much start-up capital it must require to even begin such an operation! I don't mean to pry of course, and if you feel that revealing such information would be detrimental to your business, I totally understand.
I do think that it is quite interesting seeing all the ways people find to carve-out individual niches in MMOs, far beyond the scope of designer intent. Bravo to your entrepreneurial spirit! -
It seems that many folks consider farming of MA missions to be a significant issue. I must agree that some specific builds, such as Rikti dolls and comm officers, allow for exploitative experience and ticket gains, which certainly makes levelling via any other means seem silly by comparison.
However, due to the customizable nature of the MA system, the developers have little power to prevent these and future exploits. It is impossible to thoroughly test every possibility before it goes live, and it is a near certainty that future additions to MA will include possible exploitations. This leaves the devs capable of only reactionary measures, closing what loopholes they can find as they arise. This unfortunately means that any such exploits will be thoroughly abused by many players long before they can be rectified, which makes non-abusers upset because the abusers obtained an unfair advantage, and the abusers upset because their toys were taken from them.
Overall, the end result is ill will towards the dev team for constant "nerfs", longer delays between MA updates as the Devs are forced to heavily scrutinize every prospective update for possible exploits, and lack of trust in the integrity of the MA system due to perceived imbalances.
What I propose is that instead of trying to catch every individual exploit as they arise, what is needed is a system that inherently limits the overall reward imbalances that can arise with any kind of possible exploit; in other words, a mechanic that ensures that regardless of how rewards are acquired in the MA, they will never exceed a given threshold.
I call the system, "Virtual Reality Fatigue." The concept is simple: the developers determine what they consider to be an "acceptable" rate of advancement, in experience, tickets, and influence/infamy, and set a threshold. If a given player's rate of advancement exceeds that threshold, they begin to accumulate "fatigue" and receive gradually less of that reward. The fatigue effect would be curved, so that as more fatigue was accumulated, rewards got gradually lessened, until approaching zero (for very extreme cases).
The threshold could be scaled so that players who use the MA system as it was designed do not feel its effects at all. As long as your acquisition of rewards over a period of time remain within the acceptable range, you suffer no ill-effects. Only those who are abusing the system to receive greater than normal rewards will have their advancement throttled, and even they will not reach a hard cap, merely a gradual decline.
Hard caps are generally disliked, for obvious reasons. However, a curved decrease acts less like a limit and more like a deterrent for exploitative behavior. Farmers could still spend time farming if they wish, but it would only be profitable for a short time each session, and therefore their long-term rate of advancement would be normalized.
The result of the system would effectively deter farming in the MA while allowing those who wish to use it for its intended purpose--playing new and original mission content--to receive their deserved rewards.