MMO worlds broken? Nay I say!


Agonus

 

Posted

Came across an interesting article about how someone thinks that the MMO worlds are "broken". This goes back to January, so, yes you self-appointed forum cops, I know it's not "breaking news". But my article in RETORT to that IS new, so take that and stick it someplace where the Rikti dare not 'port.

This is the original article...
http://fidgit.com/archives/2009/01/f...are_broken.php

And THIS is my retort, using CoX images of course, AND CoX experiences...
http://d2brutallytech.blogspot.com/2...en-really.html


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Posted

You make some very interesting points. I do wish that an MMO would implement changes like real time world damage and rebuilding efforts, teaming with signature characters more, and more RL stats on attacks. Mostly accuracy, because yeah, if my enemy is immobilized or stunned, I should be able to clock him if I wanna.


 

Posted

And what about that enemy whose defense is not based on dodging? My Energy Aura Brute doesn't need to move a muscle for his energy field to send your punch far afield. That being said, I concur that a bit more rationality inherent in the game world would be nice, even if extraordinarily complex.


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Posted

From the response article:

Quote:
The problem is that games like City of Heroes are still based on the old Dungeons-and-Dragons rules, which meant that you rolled dice and then your attack depended on chance. But the real world is not that random. If you immobilize a person, they cannot move. If you attack them at point-blank range, then you should ALWAYS be able to hit that person.
That can't be blamed on PnP games: many of them have special rules to deal with those cases. In fact, as I recall D&D had a rule that sleeping characters could just be killed, no dice required, no hit points consulted (because hit points themselves were never intended to be analogs of physical health exclusively, but rather they were supposed to be a simplified metric of how hard it was to kill the character overall).

Furthermore, in Champions Online every attack hits, no attack misses. They can be partially avoided, but never completely dodged (theoretically speaking, something with 100% avoidance could completely dodge the *damage* of an attack, but 100% avoidance is also impossible to achieve under any circumstances in CO). So this is not an issue for all MMOs.

Within the context of CoX, the issue is one of a simplification of sorts: Defense in CoX isn't related to the pure concept of evasion: its used to represent both evasion and deflection. While it may be obvious that an immobilized entity should have much lower ability to evade, it wouldn't have any less chance of deflection under many circumstances.

Further blurring this situation is the fact that CoX is deliberately vague about some of the conceptual foundations of powers, to leave it up to players. Should you *really* be able to always hit someone at point-blank range? What if they are supernaturally lucky? What if they are superhumanly fast? What if their evasion comes from precognition (Fortunatas are said to have this property)?

How do you decide which concepts to honor and which ones to not honor when it comes to ignoring +Defense, if your intent is to create a balanced game?

The problem here is actually that at some point, you're not making game rules but trying to simulate physics. Anything short of that and you're making *some* simplifications, and the ones you think are perfectly acceptable will not be to a lot of other people. Where ever you draw the line, some people will think you went too far, and most of the rest will think you didn't go far enough.


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Posted

Defence and how it's implemented in City of Heroes is probably one of the few remaining griefs I have with the game as a whole. It's a convention, yes, but it's also an amalgam of two things that have NO BUSINESS being combined into the same mechanic - avoidance and deflection. It's like putting soup and diesel in the same bowl. They may both be liquids, but that doesn't mean they're pretty much the same thing.

Avoidance and deflection are linked together by one thing and one thing only - the fact that both manage to avoid damage entirely. That, however, is where the similarities end. Most prominently, defeating avoidance is entirely DIFFERENT from defeating deflection. To defeat avoidance, you must aim better and hit faster so as to actually hit the character you're aiming for. Deflection, on the other hand, is based around shields or armour, and defeating deflection is a matter of piercing armour or shields. Now, a game which had that as a concept would have armour-piercing or shield-piercing weapons and powers, or even weapons and powers which can break armour or shut down shields. The latter extravagance notwithstanding, defeating deflection is still a matter much less about being accurate as it is about hitting with concentrated force.

I've seen arguments about why being accurate could help you punch through a forcefield, why it can help you strike through stone armour, or why it can help you harm an invincible man. I've even made arguments to the same effect, and even so I can say most of them are nonsense. They rely on an after-the-fact justification of the system and conveniently ignore that having rocks encasing your body can be defeated not just by shooting the right spot, but also by plain and simple using high-powered, armour-piercing rounds. There is simply no system meant to handle this in the game, and I think it's a pity.

With all of the above in mind, it's really bad form to try and strip defence from characters when immobilized, held, unaware or what have you. You may be able to prevent them from dodging, but a character surrounded in an omnidirectional bubble forcefield isn't going to be any less hard to hit then than he would be normally. Unless we develop a brand new system for handling deflection separate from avoidance, that really will never work.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

When you allow the player to function as author and editor as well as player of the character, you are going to run into these kinds of questions.

But that also allows you to put the responsibility onto the player of explaining why their omnidirectional force field can be circumvented by a well-aimed punch.

One of my similar nitpicks has always been the way that various forms of 'held' are lumped together: "I shut down your mind, so your toggles drop." "That doesn't make my Kryptonian skin any softer!" "Does too!"


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Posted

Quote:
Originally Posted by Samuel_Tow View Post
Unless we develop a brand new system for handling deflection separate from avoidance, that really will never work.
Guild Wars actually had this - there was a "block" mechanic and an "evade" mechanic, both of which nullified damage from an attack. The Devs eventually decided they were too close to be separate mechanics and rolled them both into "block".




Character index

 

Posted

Quote:
Originally Posted by Arcanaville View Post
Within the context of CoX, the issue is one of a simplification of sorts: Defense in CoX isn't related to the pure concept of evasion: its used to represent both evasion and deflection.
Story time!

I once joined a tabletop PnP roleplaying campaign that used highly modified AD&D rules. The GM had written a lot of his own rules and changed a lot of the ways the game worked. He claimed his system attempted to rationalize some of the overly-simplified combat mechanics. In particular, the friends that got me into the campaign emphasized that the house rules differentiated between "to hit" and "to penetrate" before rolling damage. There were also hit locations on the body, iirc.

At last, a game where your weak weapon glances off armor even if you're deadly accurate! Intrigued, I made an archer using a longbow.

The first night of play, I found myself drawing a bead on an enemy who was not armored. The arrow made the hit check on the torso of the man wearing a cotton shirt.

"Roll 'to penetrate,'" the GM said.

"What?"

"Roll to see if your longbow arrow penetrates."

"But...he's wearing a cotton shirt. This is a hundred-pound longbow that can throw a shaft over three hundred yards or sink it four inches into an oak door. Why would I roll against a shirt?"

"Look, it's a nominal roll, you have a really good chance against this level of armor."

Disgruntled, I rolled. An 11 on a d20 -- solidly in the middle of the possible range.

"It does not penetrate, sorry."

"What?"

"The arrow bounces off."

"But I rolled an 11. Are you telling me a longbow arrow glances off a cotton shirt 10 times out of 20?"

"Look, the 'to penetrate' chance takes other things into account than just penetrating armor."

"Uh...like what? Wasn't the purpose of this system to isolate penetration of armor from murkier statistics that included various other issues? What else could be happening to the arrow, given that I hit him?"

"Maybe you hit him with the side of the arrow, not the point."

"Do you even know what the feathers are for?"

Somehow I did not manage to get invited back, nor did I miss it. I understand that the GM's rules are final, even his house rules, but to claim better simulation of the physics of combat and then pull off THAT exchange....

If I had to guess, I'd guess that perhaps he was using classic D&D level-based tables to determine penetration chance, just like the level-based to-hit number, and that my problem with the cotton shirt was that I was level one. Still, I envision a world in which a depleted-uranium penetrator ricochets off a newspaper the target picked up at the last second, or a flamethrower splashes off a lucky butterfly, or a poleaxe is deflected by the flick of a maiden's freshly-polished fingernail.

Moral: If you're going to complicate game mechanics for the sake of realism, don't be egregiously unrealistic about it for the sake of matching pre-existing game mechanics.


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Posted

It was a +1 Baldr's Blessing Shirt, obviously. Shoulda used a mistle-toe arrow or something instead.


 

Posted

Quote:
Originally Posted by Silver Gale View Post
Guild Wars actually had this - there was a "block" mechanic and an "evade" mechanic....

...and WoW has Dodge, Parry, Shield Block, and Armor (damage absorption), along with the various magic/elemental resists.

(I'm also reminded of the PnP game RoleMaster.... it had the Quickness stat, which directly opposed the to-hit roll against you, alongside a seperate hit/damage chart for each weapon type vs each armor type. Heavier armors were easier to hit, but took less damage from those hits. Plus the multiple charts took into account maces or slashing or piercing vs chain or plate. Etc, etc, etc. There's a reason it's called RuleMonster or ChartMaster by some. )


 

Posted

You mean that if im immobile you can 100% hit me? Is it my legs that are immobile because im pretty sure i can duck and weave standing still

Anyway more real world stats are always good, i love playing RPG games where you can contribute different "points" to different attributes becoming truely unique in that situation.


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Posted

Yeah, but in Rolemaster, if you rolled a 66, you usually chopped a guy's head right off. Srs Bsns.

Sometimes, even with a baseball bat. You think I kid.


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Posted

Quote:
Originally Posted by Samuel_Tow View Post
Unless we develop a brand new system for handling deflection separate from avoidance, that really will never work.
We don't really need a new system per se: my guess is that positional defense and damage-type-oriented defense were conceptually intended to separate evasion and deflection/absorption. However, they just aren't used that way in the game.


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Posted

Quote:
Originally Posted by EU_Damz View Post
You mean that if im immobile you can 100% hit me? Is it my legs that are immobile because im pretty sure i can duck and weave standing still
On the other hand, trying to tell me that if I stand next to a car facing it, and swing a huge stone mallet over my head, I'm going to have any chance of not hitting the car fails the real-world sanity check.

Of course, breaking things out behind the scenes so that evasion from being dextrous is separate from deflection from a force field, and that being immobilized halves your evasion but doesn't affect your deflection, would take a lot more programming on the part of the devs and make balancing a game a lot uglier.


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Posted

Quote:
Originally Posted by galadiman View Post
Yeah, but in Rolemaster, if you rolled a 66, you usually chopped a guy's head right off. Srs Bsns.

Sometimes, even with a baseball bat. You think I kid.
In Arcanum, a friend of mine managed to score a critical miss, causing him to slice his head clean off with a small dagger. In a single slice, no less. Neither of us, to this day, has any idea how that was supposed to work.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Quote:
Originally Posted by Arcanaville View Post
We don't really need a new system per se: my guess is that positional defense and damage-type-oriented defense were conceptually intended to separate evasion and deflection/absorption. However, they just aren't used that way in the game.
It doesn't need to be another to-hit check, per se, but the tools required to defeat evasion overlap with the tools required to defeat deflection only tangentially. Having armour piercing rounds makes no difference in how easy it is to hit something, for instance, and being a good shot is only marginally useful against the human equivalent of a main battle tank. Yes, you can aim for the weak points, sort of, but that's by far the less effective method.

The only reason I say "a separate system" is because it's difficult for me to envision a unified system handling those in such a way as to make sense practically. As others have mentioned, it's a lot like how uniform holds are. Controlling someone's mind, freezing them in a block of ice, choking them with smoke, sending them into seizures with electricity and so on count for the same thing, even though thematically, they shouldn't be. But I wouldn't make an argument for or against it, because holds are far too diverse and far too difficult to account for more specifically. I don't, however, enjoy such thematically different and monolithic concepts being treated as some kind of common middle ground.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Quote:
Originally Posted by galadiman View Post
Yeah, but in Rolemaster, if you rolled a 66, you usually chopped a guy's head right off. Srs Bsns.

Sometimes, even with a baseball bat. You think I kid.
66 was crippling. You're thinking of 100.

I am a nerd.


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Posted

Quote:
Originally Posted by galadiman View Post
Yeah, but in Rolemaster, if you rolled a 66, you usually chopped a guy's head right off. Srs Bsns.

Sometimes, even with a baseball bat. You think I kid.
Quote:
Originally Posted by Liquid View Post
66 was crippling. You're thinking of 00.

I am a nerd.

Ah, the amount of time we blew in gaming sessions, reading all those hilarious critical hit results.


 

Posted

I still remember my all time favorite RPG critical hit word for word.
It hails from Arduin Grimoire, a game I haven't played in probably 25 years.

00: Head pulped and splattered about a wide area- instant and irrevocable death.


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Posted

Quote:
Originally Posted by Samuel_Tow View Post
It doesn't need to be another to-hit check, per se, but the tools required to defeat evasion overlap with the tools required to defeat deflection only tangentially. Having armour piercing rounds makes no difference in how easy it is to hit something, for instance, and being a good shot is only marginally useful against the human equivalent of a main battle tank. Yes, you can aim for the weak points, sort of, but that's by far the less effective method.

The only reason I say "a separate system" is because it's difficult for me to envision a unified system handling those in such a way as to make sense practically. As others have mentioned, it's a lot like how uniform holds are. Controlling someone's mind, freezing them in a block of ice, choking them with smoke, sending them into seizures with electricity and so on count for the same thing, even though thematically, they shouldn't be. But I wouldn't make an argument for or against it, because holds are far too diverse and far too difficult to account for more specifically. I don't, however, enjoy such thematically different and monolithic concepts being treated as some kind of common middle ground.
I'm not talking about another tohit check. I'm saying that the game engine already supports separating evasion and deflection/absorption as two separate mechanics already. And in fact, we already have minor hints of separation: a non-positional psi attack is an attack that can be psionicly deflected, but it cannot be "evaded." Conversely, entangling arrow doesn't care about your ability to deflect damage but can be evaded.

The tohit and debuff side of the equation is a bit more tricky, but could be retrofitted to the existing engine with very minimal changes to the current system.

The main problem with holds is the problem you suggest: its not that "holds" are treated poorly in CoX, its that "holds" cover too much conceptual ground to be specific. I personally wouldn't have made a game mechanic called "hold" if it were me: I would have broken up "hold" into different smaller mechanics and used them to construct the specific mez powers.


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Posted

Quote:
Originally Posted by Nethergoat View Post
I still remember my all time favorite RPG critical hit word for word.
It hails from Arduin Grimoire, a game I haven't played in probably 25 years.

00: Head pulped and splattered about a wide area- instant and irrevocable death.
I still have the first three volumes of that...

Lots of interesting modifications we used in our DnD sessions.


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Posted

Quote:
Originally Posted by Mutant_Mike View Post
I still have the first three volumes of that...

Lots of interesting modifications we used in our DnD sessions.
Those original three volumes feature prominently in my fave personal gaming story.

Wandering around a con with my buddy (I think it was Pacific Origins, one year when Pacificon & Origins combined to make a gaming Voltron), he sees a squat, round, hairy dude he's POSITIVE is Dave Hargrave- he pulls his Arduin books out of his backpack and bolts over, only to discover it's actually Dave Arneson. Who is (understandably) slightly insulted that a couple of juvenile nerds are accosting him to autograph what amounts to an unlicensed D&D rip-off.

Undeterred, my friend somehow won him over and ended up getting him to sign all three volumes.

Later, we ran across the genuine Dave Hargrave, who got a good laugh out of our tale and signed the books What About Me? - Dave Hargrave right under Arneson's sig.


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Posted

Quote:
Originally Posted by The Article
3) The problem: button lock
MMOs_buttons.jpg
Skills, levels, gear, talents, and blah blah blah are required to add depth to MMOs, but they're based on such razor-thin margins of where you're allowed to go and what monsters you should be fighting at any given time that the gameplay comes down to wanking around with numbers for hit points, damage, refresh rate, mana, and so on. Apartheid by math. As a result, the typical battle in an MMO is a matter of staring at an icon that indicates when your skill will refresh. Stare, wait, press. Stare, wait, press. Stare, wait, press. Okay, now loot. Next! All that wondrous combat animation gone to waste, unwatched. All that potential immersion and world building, reduced to a row of tiny buttons.

I like detail. It keeps me interested. I just don't want it shoved in my face during what should be the most exciting part of a game.

What needs to be done to fix it: Can someone replace all the math with action? Is there some way to do this? Is it even possible? Or should I just stick to Diablo?
Among other suggestions this guy makes that have been labeled unlikely to appear anytime soon due to hardware limitations, this guy sounds like he prefers NGE SWG, which IMMEDIATELY discredits anything he has to say in my book.


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Posted

Heck. I'll take a swing at this.

Subscription Fees
Pay a subscription for an on-going game or pay for a game that has a limited life expectancy.
In CoH you not only play for the longevity of the game, but also for improvements to the game system. Some other games make you pay more for these "expansions"; you know those things we call "issues" that we get for free.
If you pay for a game that has no subscription fee, you may bet updates for bugs, but it is highly unlikely that you will get any additional content during the length of the game. Instead, get ready to pay for "Game-with-no-subscription-fee 2".


Agro
Are you kidding me?
What game doesn't have enemies attack you when they see you?
Is it some how not obvious that people that see you will attack you?
Of course, you are going to try to avoid them if you can.
Hide-and-go seek is all about Agro. If you aren't "it", you know what agro is like once "it" see you.

As far as agro and group dynamics go...
It makes obvious sense from a PC point of view to go after the most dangerous target first. Why go after the heavily armored Tank if you can take down the blaster quickly?
Strategically, there is no reason not to do so.
Obviously, when I'm battling the enemy I take down the most powerful attackers and the support units (buffers, debuffers, healers, etc.) first.
Why don't the enemies do this?
Obviously, this is a literary license that extends into the world of gaming.
It's about the "role" playing.
Some people just want to be a big hulking Tank, but the point of a Tank/Brick, etc. in a game is to defend the weaker team mates. And this is one reason that this kind of character is given more armor/resistance/survivability than the other character classes in a game.
By-and-large, outside of a Taunt, the character that does the most damage is the one that pulls the agro. We all know that characters that do AoE damage tend to draw a lot of agro. So really, it's just the matter of a Tank using Taunt that will really make the difference in drawing agro away form other characters (Gauntlet/punch-provoke is minor when compared to Taunt).
Wthout the Tank (and the related mechanics), the enemies would behave in a more "rational" manner. So I guess the solution to this agro issue (I don't think there is one) appears to be getting rid of Tanks and presence attacks. There is no reason to give Tanks extra armor if they aren't defending anyone; if they aren't defending the team then they are just highly-armor scrappers.

Button Lock

In most MMORPGs, you are going to have to wait for your powers to recharge. This is a mechanic in place so that all players are restricted to the same playing field even though they are playing on vastly different computer systems and internet connections.
Regardless of how fast your computer is, your powers recharge in the same amount of time as mine do if I have a slower connection.
This is a good thing for play balance. It is a negative for the rich and uber tech'd.
Just because you can mash a button faster or your auto-fire switch is triggering your attack every 10th of a second doesn't mean that your character really should be able to attack that quickly.
PC gamers are playing on all kinds of different computers and over connections of varying speeds. While playing the delay seems minimal in most cases, but there is delay from when you hit a button to when the power goes off in the game, to when the enemy (Pve or PvP) takes the damage from the attack.
I feel that the current recharging-time for powers is a good idea for play balance in order to allow for a larger player base.

Static Worlds

I once hear of a virtual world where the world was created to work like the real world. Resources grew and the players needed to use these resources in order to create what they needed in order to survive in the game. The world was quickly deforested and there was no new growth of trees since all the trees had been destroyed.
I hate to quote the Statesman, but - I think it was him - he said something like - if we made the City destructible, there probably wouldn't be anything standing after an hour or two.
There are two main problems with destructible environments; keeping track of what is destroyed and leaving an environment for players to game in.
Any of us that have played in the City over the years know that the City is not static, the world does change.
Each Issue bring with it changes to the world. But this is all DEV based change.
Player based change is more subtle. You may not think that you are having a lasting effect on game play by triggering Rikti invasions or a Zombie Apocalypse, but you are. You see, it has an effect on the most fluid part of the whole MMORPG - the players. When you bring a character into the game you are changing the world, you change who other players can interact with (you weren't there before you logged in, and neither were they). When you trigger an event to happen, you are causing something to happen that other players can participate in that wouldn't have happened otherwise. Of course, many characters will get xp from these events and having characters progress in levels definitely changes their impact up on the world.
The World may seem static, but that is because it is the rock that the ocean of players washes over. And if the DEVs are good enough, they are watching the trends of player behavior and are molding the advances in the World based on player behavior.
I'm not even going to go into markets and how fluid they are - but, there again, the players are making the majority of the change happen.
I'm not going to argue that some more mutable aspects to the environment would be cool (I don't see a huge rush to the villain side here in order to run mayhem missions, so maybe it isn't as a popular of an idea as some would think). It would make checking out another server a whole different experience as each one would be different based on the characters actions on each server. But then it already is like that to some extent because the volume and type of players on each server gives each their own flavor.

You can't play with the people you want to play with
Obviously, this is no longer a problem for the many in CoH.
For me, it was never much of a problem in the first place. The old sk'ing system is more than most games have. And, if someone really wanted to game with me, we could always bring in some new characters.
I certainly don't have a problem logging into the same server as my friends. I know that can be a problem on some other games.
In game with wide reaching levels and no sk'ing system, it is always really a matter or the higher level characters not wanting to "slum it" with the lower level characters, and there is always sense that it really isn't worth the effort to drag along lower level characters into higher-level adventures because they would be defeated too easily (even while making their way slowly at their low-level speed toward the mission). Or maybe, it was just a matter of it wasn't worth the hassle to figure out a way to play with "the people you want to play with"...or maybe they weren't really "the people you want to play with" or you weren't "the person they wanted to play with" in the first place.
CoH has solved the mechanics problem. Now it really is a matter of who you do or don't want to game with on whatever basis you choose.