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Quote:I typically used 2 ACC.This is wrong, because pre ED 1 acc and 5 dam was the standard slotting, and people would jump back to that in a heartbeat is ED was ripped out.
And I would not go back. I would still use IOs, because they let me build better attack chains with fewer powers (thanks to recharge slotting) and to fight for longer without stopping (thanks to endurance slotting). And hey, most attack sets give around 4 SOs worth of damage anyway. -
Quote:It does explain it to me, I think.I'd just like to point out that this is not what I meant by "balance", either. It was not my intention to imply that all player characters should have exactly equal abilities. What I meant was that every player character should have an equal opportunity to win! That still depends on luck and skill, but it really should not depend on what choice of AT you made when you first created your character.
I hope I'm explaining that difference well enough. Because Masque's response to my post confused me just as much. :P
I would say, though, that in a game like this, I probably agree with Masque (I think >.>) to the extent that I don't think that's reasonably achievable for two arbitrary characters. If all the ATs are equally proficient against one another in battle (assuming comparable player skill), in practice that's probably going to mean there's minimal differences in what those characters actually do.
Now, I do believe it's possible to have PvP where multiple character types that have carefully tuned capabilities that could be fairly even in head-to-head play, but the more distinct character types you try to have, the less reasonable that becomes for all of them. When you consider that, for CoH, "character type" means AT not just AT, but also primary/secondary(/epic) combinations, I think we have too many combinations for them all to be distinct and all to also be equally likely to win against all the others, head-to-head. Some of them are going to need to be better at support, or indirect fighting, or something like that, and therefore not as good in a one-on-one match-up. -
So, I finally have time to sit down and write a long response.
Quote:I never accused you of saying balance was achievable. What it looks to me like you said was that either balance was unachievable or at least very undesirable.I never said that balance was achievable, only that its the same in PvE as it is in PvP.
Quote:Perhaps you missed Coyote_Seven's post
Quote:This is what I responded to with: <snipped> Quote:There is no such thing as balance in any competitive game. If there was there would no point in playing.
Therefore you are either being disingenuous by stating that balance does not mean what *I* think it means, or you simply didn't really read the posts.
Quote:There is no such thing as balance in any competitive game. If there was there would no point in playing.
If there was a 50/50 chance of me winning in a fight no matter what, then why would I even want to compete.
Quote:You desire a better balance, and I believe I asked (perhaps it was in a draft of my post) what would you do to create this balance you think is the only way to have viable pvp in this game? Honestly, have you even considered what you are asking for? Or because PvP isn't really up your alley do you instead just buy into what your "friends" told you?
And I'd like to point out at this point how childish the "*friends*" thing was. I'm amused you think you might have hurt my feelings. I didn't ask about it so I could know whether or not to be mad at you. I asked about it so I could point out that only people with crappy arguments resort to attacking the arguer. You're someone I don't know spewing text at me on the internet, so don't kid yourself into thinking you can make me care what you think of me as a person.
Quote:Yet every league we get old school PvPers back who join and then leave again once the leagues are over.
Quote:I watched an episode of CSI once, but I don't think that qualifies me as a forensic scientist.
Quote:I also spend a lot of my time talking to surgeons, that doesn't mean I'm going to pick up a scapel or tell one how to do sugery.
Are you going to be an expert? No. Guess what, I never sold myself as an expert on PvP. I sold myself as someone who had some actual experience. I sell myself as someone very knowledgeable of the game's mechanics, who's pretty good at extrapolating what those mechanics mean for practical play before even trying them out, and who had people with more experience that I could bounce those extrapolations off of. (I was good at that extrapolation in PvP pre-I13. I haven't cared enough about post-I13 PvP to hone up on its special mechanics to do so any more.)
Quote:I just do not understand how you can ride your high horse and lay judgement on an aspect of the game which you by your own admission have never really participated in.
Quote:Maybe if you did, you would realize something can be fun without having to be 'balanced'.
Quote:They exist now.
... So, like, you read the video poster's own comments on that movie, right?
Quote:i think the point? of this video just flew right over the heads of all the n00bs crying about 8 reds for 30 sec in a 10 min match.....come on guys even with 8 reds popped Full Auto didnt kill anyone..... think about it ......, but keep posting you are very amusing
Quote:Just because Aracana says it, doesn't make it true. Just as Z saying Masque is right (sort of) doesn't make my points valid.
Quote:You think that everything should have a place- that every power should be desirable in some situation. I get your idea of what balance means to you. However, my point is, that isn't a PvP phenomenon (oh btw Aracana also said something similar to this). Its a CoX phenomenon.
Quote:So saying that PvP isn't viable or is broken because of this is pretty rediculous.
I think PvP here is no longer viable because the I13 changes gutted the PvP community, and made PvErs even less likely to venture into PvP zones than they were prior. That is not directly a comment about post-I13 "balance".
Quote:If that is what makes PvP so unplayable and that is why people don't PvP then wouldn't everyone also not PvE?
Quote:There is also the argument that its wildly unbalanced PvE is part of the game's overall attractiveness, but that severely hampers PvP when the thing on the other side of the screen is another human being, and not a critter.Quote:I did post the link to what you are talking about here it is again:
http://boards.cityofheroes.com/showthread.php?t=122744
I will also post what Putz listed under Power Balance Issues and Suggestions:
Look over those points, honestly, almost all of those have been addressed post I13.
Even for the things they did get, saying they got what they wanted is like saying someone who asked for a face and boob job got what they wanted over four surgeries, during the first of which the doctor cuts off both their legs. What do you think they'd ask for after you cut their legs off? Do you think maybe their list of requested changes might be a little different after that? You think that chin tuck is still the priority?
Just looking at the priority list.1. People often have to reset matches multiple times to get an acceptable map. Add selectable arena maps, as well as the ability to eliminate maps from the selection while still having a random pick.
I think they got most of this one, though I don't recall if it was in I13.
2. There aren’t any meaningful rewards to encourage participation in PvP.
Still true. Drop rates for actual PvP play are very low. PvPOs are not universally considered meaningful rewards. PvPOs did not appear until I14.
3. The Only Affecting Self timer in the arena has two big issues: its wide variability, and the ability to affect people who are in OAS. This video
No idea about this one.
shows how to trick the OAS timer. Additionally, the OAS timer itself lasts between 0 and 20 seconds, a world of difference in an arena match. Consider decreasing the range, normalizing the timer to a set value, or switching it to the PvP enabled mechanic that exists in zones.
4. Villains have no ally grantable source of +perception in Sirens Call. Consider switching the order of clarity and sonic repulsion, adding +per to the /cold shields, or adding it to thaw. This in itself could go a long way towards fixing balance issues.
How long did this take to change? Did it change before side switching?
5. Instanced PvP missons are a highly requested feature. Many people would like to PvP, but would like a story or different tasks other than just “kill the most people on the other team.” Hero vs. villain safeguard/mayhem missions are the most popular request, but king of the hill and capture the flag are also frequently mentioned.
Never happened.
Quote:As far as the dogma of blaming the devs/castle for DR/HD/TS. I hate to point out since I consider Putz to be a friend but here is the suggestion that was taken out of context and all of PvP was painted by too broad of a brush stroke: Quote:New PvPers feel overwhelmed as they try to get the hang of things. Consider adding a newbie friendly zone with debuffed damage, debuffed movement, and buffed resistance so players can learn basic mechanics at a slower pace.
Quote:So yes the suggestions were listen too, and unforunately, taken TOO far, rather than the popular belief that our voices were ignored. -
Quote:Solo is one of the people who used to be in the crew of players I'm talking about. (Notice he is no longer a subscriber.) So was mac. Why don't you ask him (or mac) directly if the things I have said are indicative of ignorance?The point I was trying to make was simply that someone was speaking about PvP from an authoritative position when that person had minimal if any PvP experience.
What, exactly, was your experience with pre-I13 PvP? Discussing this thread with people in global channels who are still around and who did PvP back then, the opinion expressed was that you don't sound like someone who experienced it. -
That's where the developer time investment you mentioned comes into play. I don't think any game, PvE or PvP is balanced out of the gate. But iterative observation and change should allow it to be modified to be closer and closer to balanced.
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Let me be clear, I don't think that perfect balance is reasonably achievable, whether or not it's technically possible. But as Arcanaville I think mentions, it is always possible to get it "close enough". What's "close enough"? That's always going to have to be subjective, but if your player community can, without developer help, reasonably respond to other players' complaints that something is weak with reasonable situations (not just rare edge cases) where it's actually desirable, and that's true of most of the options available, then you are probably well on your way to a pretty well-balanced game.
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In what you quoted, I'm saying that if you asked someone what (game) balance is, what you said is not what they would describe.
In direct response to Zwil, I also then said:
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Christ, Masque, I thought I posted long stuff. I'm going to have to have that open in a separate window to respond to it point by point.
Edit: A lot of the posts I made here tonight (including the pre-edit version of this one) were made during a marathon iTrial sweep, which I couldn't do and write a small novel. And now I need to hit the sack. If anyone cares, I'll post my point-by-point response to this tomorrow. -
Quote:Like I said up-thread, that's the most narrow definition of "balance" possible. I really don't understand why people think that's all it can mean.*sits down in his armchair*
The only way I can see to possibly achieve anything even coming close to balanced enough to not matter anymore is to put two or more characters of opposing factions in the room with the exact same abilities, exact same attributes and exact same weaknesses.
Let me give you an example from an FPS. Yes, most FPS games are much, much simpler in terms of "classes" than an MMO, but we need a simple example to get the point across.
In Tribes (the original), there were three "classes", representing three weights of armor - light, medium and heavy. The Heavy armor was (probably unsurprisingly the toughest, and could carry heavier weapons. It was far less mobile. The light armor carried less ammo, could not use some weapons the heavy could, and was far more agile.
A head to head fight was not clearly dominated by one or the other with players of comparable skill. Their benefits had downsides. You were tougher on a heavy, but you tended to take more hits. You could dodge around more on a light, but the heavy had a wide-area blast weeapon that was extremely dangerous.
"Balanced" does not mean identical. -
Quote:I am not using the word in some special way that applies only to me. I am using it in a way that many game makers and players use. Specifically, I rebut that achieving "balance" requires that two characters facing off have to have a 50/50 chance of winning and have equal DPS, mitigation, mobility, etc., to achieve "balance". You specifically claimed that and used it to assert that balance is impossible and/or undesirable. There's a term for saying an untruth about something and using it to argue that the something is wrong or bad - it's a strawman argument.So if I am addressing the various rumors/myths/fallacies about pre i13 vs post i13 pvp, I think my usage of the word "balance" is correct, and perhaps the word doesn't mean what you think it means. Just because YOU view the term in a specific way does not mean that my addressing these myths is using the term incorrectly.
I don't think CoH is as well balanced as it could be, either before I13 or after. I think better balance is a desirable goal. I will be very shocked if we ever get it, because it takes time and effort, and PvP is too niche a concern for our community.
Quote:Again, feeding the mythology that I13 chased all the PvPers away- but we will come back to that.
Quote:I just am not sure that someone who admittedly does not pvp, nor was ever really active would be able to offer insight into how something is or isn't working.
Quote:I'm sure you have an extensive pvp career in other games which you will toute as proof of your superior knowledge, however you .. don't..even...PvP..here. So is your knowledge of pre I13 PvP from first hand knowledge or just dicussions with these *friends* who abandoned you?
By the way, what are you attempting to imply with your emphasis asterisks on "friends"? Are you trying to insinuate that they didn't exist? That they weren't my friends?
Quote:I would offer that, these circumstances already exist in CoX PvP. Lets say you want to play a blaster, and everyone says OMG YOU CAN ONLY PLAY FIRE BLAST U NOOB. Honestly, that has never been true (pre or post i13).
Quote:You want to debuff your opponents to-hit- Play a dark blaster.
You want to debuff your opponents defense- play a rad blaster.
You want to debuff your opponents Resist- Play a sonic blaster.
You want to slot Kb procs and RP with a gun- Play a AR blaster.
Sonic was not that popular on Blasters because of its animations. It was more popular (though I still didn't see it used a lot) on Defenders.
And thanks for reinforcing my point about AR compared to the others.
Quote:You want to play lvl 5 PvP- Play an Archery blaster.
Quote:You kind of confuse me a bit with your feelings about skill in the game.
So, you admit there is a 'skill' aspect to this game, yet its hogwash to state that it plays part in making an AT or powerset viable. If skill shouldn't be part of making a character viable in PvP then again arent we back to competitive coin flipping?
Quote:Ok, before this wall of text becomes the great wall of text, lets go back to your friends who left because of i13 changes.
Quote:You mention Con. You realize that post i13 he was still around, pvping right? He even went so far as to start up a team for a test league that we were never able to get off the ground. So who exactly were these friends of yours that left CoH directly due to I13?
Quote:I have seen a lot of PvPers leave, some say "I really hate TS/HD/DR" They don't really say I hated the I13 changes.
Quote:. I think people who really PvPed back then KNOW that PvP wasn't exactly working the greatest either.
Edit: Ugh. Posing in non-default fonts makes responding to clipped parts of the post really sucky. -
Quote:Yes, I do *not* mean that. Anyone who thinks that is what "balance" means outside of anything much more complex than tic-tac-toe is using the word incorrectly.What does "balance" mean to you, since my view of it is so off. Do you *not* mean that you believe that everything should be equal?
Quote:2. something used to produce equilibrium; counterpoise.
You offset the absence of certain capabilities with the presence of other capabilities. All capabilities do not have to be equal. Importantly, in anything designed where classes of character can fight others cooperatively, any given class vs class face-off does not have to be a fair fight. However, you can create intricate webs of balance: for example, someone who's disadvantaged against one foe might be advantaged against a different foe or be able to provide advantage to an ally beyond their own DPS contribution.
Edit:Quote:When there were a lot more people PvPing you would find players who made AR/devices work, tp foe onto landmines worked wonders. -
Quote:I find this confusing. The PvE game is heavily predicated around the random number generator. Success or failure is strongly influenced by that randomness. The primary way to swamp this factor is to play at low difficulty relative to your and your characters' actual capabilities - the closer to the edge you push it, the more likely it is that randomness will be your undoing. If you don't think the PvE game is random, then you're taking it very easy. Not everyone does that.1) PvP relies on randomness. PvP is a situation where the protagonists of the game (my character and my team) get defeated, all other things being equal, about half the time, and nothing ever gets resolved. This is when PvP is working ideally. I don't like randomness. I already experience an environment where results are uncontrollable every day; it's called "real life." I prefer the predictability of the PvE game.
Quote:2) PvP is said to require "skill." This is the flipside of the problem of randomness. I simply can't accept the idea that a video game requires skill. To hear PvPers discuss this sort of thing, one would think PvP was like playing sports or doing something artistic. I've never felt like I was defeated by superior skill in PvP. I've been defeated by people playing characters designed with PvP in mind, but that seems a bit different. If you're playing an archetype and sets that do well there and you have a modicum of experience, you win. Again, I don't see how this constitutes "skill," and it actually irritates me when people treat it as such. -
Quote:It is a problem, but as you say, it's one I don't think this game will ever be able to address because it's too baked in. I think it all stems from designing the game for PvE first and then thinking about PvP balance far later, and really far too late.Characters need to accomplish specific goals - in the case of damage dealers, deal as much damage as possible as quickly as possible - and there are some sets that are, simply because of how they're designed, better for that task. The only way you would ever be able to "fix" that (assuming it's even a problem in the first place, which it really isn't) would be to make every powerset and power roughly the same, and I'm sure you can imagine how well that would go over.
Designed from the ground up, there should be no such thing as a damage dealer that's markedly inferior at actually dealing damage, unless it gives up that damage dealing for some other useful capability (or, to what I take as LISAR's point, some conditionally better way to deal its damage than another set). It's true that over time I saw Con's crew put together a lot of different powersets for different contexts (zone vs. arena vs different team sizes), but there were also AT/powerset combos that seemed clear winners and losers over the long haul. Like Zwil said, time needs to be invested in bringing the really outlying laggards up and the really outlying FotMs down.
Everything doesn't need to be equal. It just all needs to be useful somewhere. And preferably, there's nothing that is always useful everywhere. -
You know, I think we only got interiors for police stations that we could enter after we got Newspaper and then Scanner missions. In said missions, the only reason you go into the station is to conduct a jail break, or stop one that's in progress. Those are situations where it's reasonable that sirens might be going off inside the station.
I wonder if they just "copy/pasted" the environment from the mayhems/safeguards so that we got the same building, complete with siren sound emitters. -
Well the reason I'm not interested in that is that the point was very much not to discus whether those two powersets are balanced. The point was to counter a claim that if they don't both having benefits of some kind that people actually value, that's fine, because real balance is impossible. That's not valid. If one powerset (or AT) doesn't have any benefits people actually want, then either it should be given some or the system adjusted so that the capabilities it has are more valuable.
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Quote:Actually, it can suck asteroids much earlier, depending on what you're fighting. NPC mezzes aren't modified the way player ones are, but player protection from mezzes are modified to assume players (with very short durations) are mezzing them. Being held by a Madness Mage or stunned by a Freak Tank is way uncool under I13's rules ... and those guys are in Bloody Bay.Yeah, no kidding. I've never been a big fan of having any NPCs in a PvP zone, but one thing that really ticked me off about i13 is that player characters took huge across-the-board nerfs to most builds, but NPCs in those zones weren't rebalanced accordingly. By the time you get to Warburg, it's a big deal.
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Nope. I don't. I didn't much before I13, but I had a bunch of friends who did quite actively who I would sometimes join in with. I13 drove them all away.
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I was responding to a case where the two were specifically contrasted. I'm not trying to create an actual debate here about the merits of these two powersets, in PvP or PvE.
But AR was consistently viewed as largely under-performing in pre-I13 PvP. In that context, high accuracy was less meaningful since there was no Elusivity for Accuracy to strongly counter. Moreover, damage resistances were not normalized across types, and L/S resistance was the one resistance type all ATs could get. I that context, that left range as its only real advantage, which, while useful in pre-I13's high-speed PvP, was not seen as sufficiently useful to counter the degree to which it was resisted.
Edit to answer your edit:
That is a balancing point. In all likelihood, it is the most simplistic one in which the sets are actually equal in DPS. That is not the only way to balance powersets. Ignoring how it might step outside AT roles for a moment, what if AR dealt lower damage (or at least more-resisted damage), but being hit with all its attacks severely gimped its target's ability to travel? That would not likely become a relevant advantage in bot-on-bot combat because CoH AI sucks at using travel powers. But players might be able to leverage that on a team to a degree that it was attractive to bring AR out in team contexts. -
Quote:Indeed. See: Guild Wars, where powers constantly change to keep the PvP FotM target moving.MMORPG PVP, done correctly, is an enormous drain on resources. In order for it to be healthy and vibrant, you have to constantly nurture it, tend to it and occasionally trim it, all while it's screaming at you at the top of it's lungs about how the other person is more powerful than they are.
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Quote:Again, "balance" does not mean what you seem to think it means. In fact, it is completely possible to make a powerset do something that makes it desirable. AR need not do as much single-target DPS as Fire Blast, but it should do something that makes people want to use it instead. If it is considered suck-tastic in all functional regards, then something is, in fact, wrong with it, and it should be changed.Balance has always been a rallying cry for people wanting to *fix* PvP.
People want their flying AR/devices to perform at the same level as a fire/em blaster. That is doesn't work. It doesn't work in PvE it doesn't work in PvP.
Is balance going to be perfect, down to the decimal point? Of course not, especially when contrasting capabilities that do not relate directly. If one powerset does strong debuffs or mezzes and another does straight DPS, you're always going to have to define specific and probably conditions under which to compare them. But if your game system is such that debuffs rarely have practical value, then no one is going to value debuffing, and that set needs change.
Any less intent than that is being lazy. Intent and reality don't always match, but if the intent is never there, the reality almost certainly won't be.
Quote:You *can* make almost anything a viable PvPer- with the right build and skill. However, you will still perform better if you had a fotm with the right build. -
Quote:This is wrong on a scale so epic I can't even see it all from where I'm standing.If there was a 50/50 chance of me winning in a fight no matter what, then why would I even want to compete.
Ask anyone who does serious game design and I promise you that is not even close to what they will tell you.
Said another way: "You keep using that word (balance). I do not think it means what you think it means." -
As a consumer of content, it's a mix of not being properly meshed in the game world and difficulty finding interesting stuff even when overlooking the conceptual disconnect between what the content is supposed to be (a holodeck) and what I want ("real" adventures for my characters).
As a producer of content, its the limited audience (I have limited interest in creating something no one will see) and the idiotic filter that was added.
For those not aware, that filter means that words that are trademarked names are barred everywhere, not just as names. For example, you cannot use the word "apocalypse" anywhere, because it happens to be the trademarked name of a character. Think about how many words are used as names like that across the major comic publishing houses. -
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Quote:Think about this, for a second. If you're addressing that to players who don't feel they have to do that in a PvE zone, and they are exploring why they should PvP, do you really think it makes any sense at all that they are going to be interested in trying out PvP if the advice is "turn off your chat tabs"?^ has a point.
Either turn your chat tabs off, or get into pvp with some friends that you know won't trash talk you. If you're subjecting yourself to chat that you don't like and you're letting it get to you and ruin pvp for you, then really you have no one to blame but yourself.
That's good advice for people who are already dead set on the idea that they're going to try it. It's a significant cultural barrier to people who might like it enough to do it for real, but may just never be bothered if that's what they get as their first impression.