Void_Huntress

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  1. Quote:
    Originally Posted by Arcanaville View Post
    I would be surprised to find a professional game designer anywhere that doesn't believe in some variant of that basic design philosophy.
    Not one with a stable audience, anyway.
  2. Quote:
    Originally Posted by Lycantropus View Post
    How do you get bases transferred over to beta server!?! Otherwise I'm going to continue with my scripted walkthrough. It took so long to build it I'd never have the time to repeat it over there.
    You don't have to. Demorecord on live. Play back on beta.
  3. Quote:
    Originally Posted by Mind Forever Burning View Post
    Have you looked at Pathfinder? They aim to solve a lot of the issues you bring up here. It's a hugely ambitious project, though, and the lengths to which the organization has had to go does bear consideration in this discussion.
    Are you specifically referring to the Pathfinder Society? (as distinct from the Pathfinder RPG)

    It's mostly doing things similarly to how RPGA did things. I used to play Living Greyhawk, back before it got axed due to 4E, and it was pretty similar to how PFS goes about business now.

    I've made the "organized tabletop play is kind of like a distributed authority MMO" argument before, because I do think there's some merit to that comparison.
  4. Quote:
    Originally Posted by Arcanaville View Post
    If we all knew what we had early enough, the correct thing to do in my opinion was to adopt something close to STO's reward model** of backloading most of the rewards for mission or task completion, and far less for killing things. That way, killing is only a means to an end, not the end itself. The guy that sneaks to the end of the mission and kills eight things could level just as fast as the guy that herds the map and wipes everything out with a nuke - maybe faster. Doing that would reduce the impact of "unbalanced" powers, and free the devs to restrict only the most abusive effect, not the broad middle ground of just stupidly powerful effects.
    This is what DDO does. More to the point, most enemies within the instances do NOT provide XP at all. Instead, if you kill most/all of them, you get an XP bonus at quest completion.

    (you also can get an XP bonus for killing /none/ of the enemies. There's lots of little things like that.)
  5. Quote:
    Originally Posted by Mister_Bison View Post
    So, off to implement the attribmod calculator !
    That's so cute.

    *grabs popcorn*
  6. Quote:
    Originally Posted by Arcanaville View Post
    I think its easy to say "just convert the data to formulas" without actually seeing the data or knowing the mechanics. I would challenge anyone to just *list* the mechanics that would have to be implemented in four weekends much less actually implement them in code.
    http://www.youtube.com/watch?v=4bBD5yyT-s0
  7. Void_Huntress

    Confessions

    Quote:
    Originally Posted by Arcanaville View Post
    And I still want to know why Radiation Blast was originally described as being able to bypass defense. It can't be because the writer confused that with debuffing defense, because it *also* says it debuffs defense, so "bypass defense" must have meant something else in the writer's mind.
    When I've seen descriptions like that happen in other environments, it often turns out that two people touched it. One person was confused about a concept, and described it wrong, another person realized that a feature wasn't mentioned and added it, not realizing that the weird description was the same thing, and assuming whoever wrote the earlier bit knew what they were talking about.

    My guess is, the 'bypass defense' was for debuffing defense, and then someone later added the 'debuff defense' phrasing not realizing the bypass defense was the same thing, assuming that was another mechanic they just didn't know about those powers, but hey, they know it's got -defense, so let's put that in there.
  8. Quote:
    Originally Posted by Arcanaville View Post
    It seems that way at times. Hmm. This is probably going to seem like bragging.
    There are people who would accuse you of bragging if you said you drove a taxi for a living.
  9. Quote:
    Originally Posted by Arcanaville View Post
    Volunteer to do public speaking engagements. After the first forty, I started to get better.
    That's an awesome technique that works wonders for people who don't have a psychotic break somewhere in between the first and the end of the last.
  10. Quote:
    Originally Posted by Arcanaville View Post
    Trying to find a game for Sam is like trying to find a game for Stephen Hawking: he's smart, knows what he wants, can't always communicate it clearly, and has a really specific set of non-negotiable gameplay requirements.
    That's pretty close to my issue, too.
  11. Quote:
    Originally Posted by LeperDave1 View Post
    I think the big mistake in the Free, Premium, and VIP is that the Premium level should never have been what it is. The idea behind Premium was to draw back players that left. Instead, it created people who signed up for a month, created a bunch of toons, and then stopped paying, but because they paid once now were Premium members. Bad move that. Restructure it so that it's a $5 sub?
    Well, when you consider that an invention license -- and IOs are a huge part of the game -- required regulary monthly purchase, or quite a lot of investment in the reward bush...

    Or that a lot of features weren't simply keyed to "is premium" but rather "got this high on the reward bush"
  12. Quote:
    Originally Posted by Arcanaville View Post
    ** Edit: I keep forgetting non-Gold members are limited to archetype-like constructs, but you know what I mean.
    Their archetype-like constructs are more along the lines of an AD&D class progression.

    Oh, and most of them require purchasing. You can't make a gadget-based character without shelling out points, even accepting the linear progression the archetypes offer.

    Oh, and they are /inferior/. At the end of the day, an archetype gets genuinely less than a free-form character, even outside of the fact there's precious few choices in powers (a handful of A or B), and a lot of limitations in viable talent and advantage choices.

    I really feel Cryptic missed an opportunity here. Archetypes should either be more effective bait to either subscribing or purchasing a free-form slot, or a set of viable choices that's of relevance to VIPs.

    We CAN buy those now, by the way: A free-form slot is a mere 5000 zen.
    ... at 100 zen to the dollar, that's only $50. For a single free-form slot.

    This does not include power customization.
  13. Quote:
    Originally Posted by The Havoks View Post
    To the naysayers:

    Remember the story of the mmo APB. That game died extremely early after launch. Some months later another company bought it, changed the business model up a little and it's been doing well since.

    The company who bought ABP took a risk.

    *IF* a company were to buy CoH it would be a lot less risky. CoH wasn't dying. It has an extremely loyal and dedicated fanbase who will be here for a long, long looooong time to come if given the opportunity. Taking a chance on CoH would be more of a sure thing than a gamble.
    To elaborate on this: APB was a /subscription only/ MMO when it died, and when it was /brought back from the grave/ it was made F2P. City is /already/ F2P and successful at it.
  14. Void_Huntress

    Salut!

    Quote:
    Originally Posted by Angry_Citizen View Post
    Um.. sorry guys. I guess I'm a really effin' bad omen?
    Oh hey can we blame you then?
  15. octopus fluff at gmail dot com without a space and with the typical substitutions. This is email, IM, and steam locational thingo.

    Or you could harass seebs. He can find me.
  16. Quote:
    Originally Posted by Arcanaville View Post
    The graphics are a different barrier. If we eliminated the graphics and reduced MMOs to a text adventure, we could make MMOs more accessible to tools that assist the blind. That is, after all, where they started.
    Ooh, oooh, we finally get this?
  17. Quote:
    Originally Posted by Samuel_Tow View Post
    You're probably just smarter and more observant than I am, but I am incapable of deducing numbers from observing behaviour.
    I've always felt one of the unfortunate early mistakes that still affects things today was the decision to let us slot all of these things in arbitrary powers with absolutely /no/ indication from the game what would or wouldn't help us.

    Even with the advent of real numbers, I'm of the opinion the game just doesn't give us enough information to work with to make some kinds of decisions in a reasonable timeframe.

    On the other hand, once you know that "activated powers burn more endurance than toggles" you now have a general rule to work with and you don't need to sit down and math out whether you should slot end redux in attacks or toggles on future characters. You've got a basic heuristic you can work with that will get Good Enough Results on levelling builds.

    I just think the game should /tell/ us this somehow.
  18. Quote:
    Originally Posted by Zwillinger View Post
    While I completely understand what you're saying (and apologize that you're inconvenienced), in this case, the change is considered a bug fix to bring the affected pieces more in line with the rest of the costume set. We won't be adding another option for these pieces in Celestial.
    To echo others, while I've long fistshaked at the stylistic quirkiness of the set, there are people who were given this and made it work, and taking it away from them seems unfair.

    I'd personally be happier with the new pieces, but I don't think this should be categorized as a 'bugfix'. This is just as bad as when Metallic was changed, and I think that just as Paragon has power consistency guidelines, they need to maintain aesthetic consistency as well.
  19. Quote:
    Originally Posted by Arcanaville View Post
    I'm currently considering a line of thought that uses cryptography as its launch point, specifically the zero-knowledge proof analog to obscuring simpler foundations of more complex systems, so that simple but provably balanced systems can be used to generate more interesting ones.
    Your ideas are intriguing to me and I wish to subscribe to your newsletter.
  20. Quote:
    Originally Posted by Arcanaville View Post
    I think anyone who thinks that's impossible doesn't understand the nature of the solution, and anyone who thinks that's easy doesn't understand the nature of the problem.
    So is it easily impossible, or impossibly easy?
  21. Void_Huntress

    30,000

    Quote:
    Originally Posted by Arcanaville View Post
    Just think: I had to be present for almost all of them.
    I've been meaning to ask: almost all of them?

    Who else is using your account?
  22. Quote:
    Originally Posted by TwoHeadedBoy View Post
    Their primary is control, and I don't believe that their damage output can compete with high end damage output. They have Controller primaries, are Controllers a damage AT? They have Blaster secondaries, and Blaster secondaries are not the reason why Blasters do a lot of damage. So, shrug. They were clearly implemented in a way that gives them way more firepower than they deserve, but the concept behind them all but flat-out states "not very good at anything."
    This is a very strange way of looking at it. The Primary/Secondary powersets are not "This is the thing they do, oh and they have this too." If this were the case, then scrappers would be judged solely based on their primary, as well.. and in the absence of their secondary, we'd have a lot of trouble seeing scrappers do the things they do.

    You have to take it as a whole.
  23. Quote:
    Originally Posted by Biospark View Post
    I spent hours on MIDS after the Twitch broadcast before arriving at my opinion too. It is not a "purely emotional" position.
    It may not be "purely" emotional, but it's driven strongly by "I should have this even if..."

    Personally, I think that snipes could have had a more interesting tweak for the game, but given this is what they've aimed for, a hard build/tactical decision in order to get the full benefit of the snipe is sensible.

    I think if they correct the fact that blasters have a notably higher gap to cross than defenders and corruptors, it should be fine.

    Outside of that, I'm just waiting for them to inevitably see that the sustain changes aren't enough, and realize that they'll have to do something more for blasters.

    Also, nukes. (Not that this will likely affect me; I don't play any characters with access to a crashing nuke right now)
  24. Quote:
    Originally Posted by concreteshift View Post
    Again, if the devs really want to make this game _more_ popular being small-minded about Blaster changes won't help at all. It's what frustrates new players. Believe me. I try to get so many friends to play. And when they fire up a Blaster and get completely flustered playing their character they get frustrated. Then they roll a Scrapper. The way Blasters play is an antithesis to the vision of Blasters by new players.
    The Paragon Studios team, for better or for worse, believes very strongly in incremental development. They'll want to see just how game changing their current marks are before they go further... Hopefully, they'll see the information they need in beta and will be able to work from that. If not, they've already committed to continuing to work on the matter if they need to.

    If you feel you can't trust that, then there probably isn't anything at all they can say that will give you more confidence.
  25. Quote:
    Originally Posted by StratoNexus View Post
    Did you take /Men just so you could have the pink bubble (no judgement, I took WoC just because of that)? Because aesthetically Psychic Shockwave looks like a good fit for what you showed of your build, unless you mostly just wanted the pink bubble.
    I took it because CONFUSE IS THE BEST MEZ.

    I felt that World of Confusion in conjunction with Hail of Bullets really did exemplify the 'gun kata' aesthetic I wanted (because Equilibrium is just that awesome and I'm not at all ashamed to admit I was aiming for it).

    Conceptually, I can figure that the Confuse effect is just my character's positioning and movement causes enemies to attack at the wrong direction and time, and hit their allies by accident, or simply fail to make an effective attack at all due to too many changes in the local combat circumstance. (Similarly, I conceptually slant Drain Psyche as less 'draining from enemies' and more 'taking advantage of the increased local chaos to expend less personal energy and to overall take fewer serious blows')

    Aside from that, the particular tinting of WoC with the subtractive blending mixes amazingly well with Scorpion Shield, as well. They look like they belong together.

    That said, for some reason I always forgot about Psychic Shockwave. It's a mix of things..

    For one, I don't like weapon redraw once I've engaged in the fight. It's a pet peeve of mine I can't really defend beyond "I just Really Don't Like My Weapons Going Away".
    For two, my concept of my character doesn't involve actually dealing damage to enemies via psi. Like I said, I only have Mind Probe because it can carry a Kinetic Combat; if it wasn't for that, I wouldn't have the power, despite the potential uses against some enemy types.
    Third, I am really really really tight on power picks.

    It would fit my playstyle, there's no real doubt of that, but I really wouldn't be happy with it.