Finally...
Question: do you seriously believe that Back Alley Brawler's animation work has anything to do with coding work and bug fixing for the rest of the game? Do you really think that the power and costume animation guys have access to the source code and power management?
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Nope...but it did cost $$$$ to implement walk....when i beleive a few years ago they said it could not be done. (ask arcanville). Im just saying that pvers are always thrown a bone when majority of us pvpers are left in the dark. I DO beleive that that rooting thing was a codeing problem as well....and they fixed it pretty damn fast. I was not really trying to start a PVE VS PVPER thing. But on occassion a little lost pver wanders into the pvp section for some reason, and talks ****.
It's all about buget and where they spend the money. They choose to spend in on putting walk into the game. So meh.
glad Going Rogue is coming out then
I support Divine statement.
With 1000 problems PVE and PVP related.... who cares about a walk power??? How useful is that?
The message here: whenever a company have a team meeting to define priorities is the walk power on the top of it?
There is not more bugs or things to fix, more urgent and important than this?
There is a thousand of threads about how bad thing are for Pvp. We can complain about it forever, maybe PM all the devs and also quit the game...but still walk power is the winner.
Thats the message and feedback from the devs.
Pvp is sitll fun, but broken on so many things...but now we would have the choice to use walk power to run into base if we are suppressed using any power. Great thing.
Thanks for this gift CoX!
/sarcasm over
Ea depravate semper triumphatum...
What you did not hear...it's disabled in pvp, to much of a pvp buff....JK JK JK lol
The walk animation was in the game already. They didn't want to put it in emotes, as you'd just do the animation in place. Since the only animation you get from moving is running, they couldn't put walk in as well. There's just a moving/not moving mode in the game, so a gradiation from standing>to walking>to running wouldn't work.
So, we get a power that makes the default moviement animation the already present 'walk' animation, and they do stuff the remove abbilities to do other stuff that would look wonky/require more work. Honestly, I bet this was an easy job. Make a power, it's movement animation is the one aleady in-game, select its speed, make it dissallow certain actions/attributes. The bugs you mentioned are probably FAR more time intensive, and for a different developement section.
The walk animation was in the game already. They didn't want to put it in emotes, as you'd just do the animation in place. Since the only animation you get from moving is running, they couldn't put walk in as well. There's just a moving/not moving mode in the game, so a gradiation from standing>to walking>to running wouldn't work.
So, we get a power that makes the default moviement animation the already present 'walk' animation, and they do stuff the remove abbilities to do other stuff that would look wonky/require more work. Honestly, I bet this was an easy job. Make a power, it's movement animation is the one aleady in-game, select its speed, make it dissallow certain actions/attributes. The bugs you mentioned are probably FAR more time intensive, and for a different developement section. |
I have no problems with them adding pve stuff. If they can add more subs at some point we may actually get new pvpers. The only real pvp changes they could make to up the subs at this point is to reverse a lot of the pvp 2.0 changes and hope its not to late to get all the old pvpers back. I always want them to think about the part of the game I enjoy the most but I am realistic about the business side of it all.
Duel me.
I will work on my sig pic more when I have time.
my only issue with pvp that i could see being resolved is movement supression and heal decay in a zone environment.
the fact is this, survivability, in the original i13 design was gonna be based on three newly introduced mechanisms:
- movement suppression (lowering survivability)
- heal decay (lowering survivability)
- anti-spike code (raising survivability)
it just so happened that the third mechanism didn't go through. it is only fair that the other two be toned down accordingly in order for resulting survivability to work as intended.
way to take the easy way out Castle?
I always want them to think about the part of the game I enjoy the most but I am realistic about the business side of it all.
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Business wise: if the player base majority is PvE related, fine work with them give them more TF's more arcs, more zones, new powers etc. But, where are PVP player base on the business priority? Are we condemned because we represent a minority? So our problems and fixes on the PVP system would be buried because we represent less money and too much work?
No one can be happy with all these PvP issues, in fact no one wrote a "Thanks for the new PvP system" thread.
I want to think that dev team is too busy working on GR and they don't have time to look PVP now, but they are aware about their mistake. Also agree that to do a walk power is a easy thing, more than repair all the PvP environment.
I guess we'll see after GR is out where PVP is at not only from a business standpoint, also as an important part of the game that had potential to bring more players to the game. Would be nice to see comeback all those PvP Sg and see again all the Arena tournaments around.
Ea depravate semper triumphatum...
But, where are PVP player base on the business priority? |
extremely low. This has been proved time and again.
Are we condemned because we represent a minority? |
yes
So our problems and fixes on the PVP system would be buried because we represent less money and too much work? |
This hits the nail on the head. The only reason we ever got attention in the first place was a combo of the pvp community's continual efforts to get certain changes and fixes and the other part was they thought they could make pvp more mainstream and draw more customers. Trust me when I say the second reason is the real reason we got the changes. It failed miserably and pvp population went down. Notice how we don't really get any attention now and its back to the coming soon mantra we used to get. Unless somehow overnight pvp becomes a cash cow for the game we will always be relegated to the back of the priority line.
Duel me.
I will work on my sig pic more when I have time.
Nope...but it did cost $$$$ to implement walk....when i beleive a few years ago they said it could not be done. (ask arcanville). Im just saying that pvers are always thrown a bone when majority of us pvpers are left in the dark. I DO beleive that that rooting thing was a codeing problem as well....and they fixed it pretty damn fast. I was not really trying to start a PVE VS PVPER thing. But on occassion a little lost pver wanders into the pvp section for some reason, and talks ****.
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This is excatly how I feel and i even said so in one of those other threads and got hit by like 6 negative reps lol. **** those RPers really don't like people dissing their walk and how it was a complete waste of resources.
I`m just glad they fixed the heal bug so fast.
Shenanigans
LotD - JaL - POWT/SMD - SoCo - AJs
Those that PvP are in the minority. A minority that's most likely trumped by the minority of RPers, Farmers (Although we are an influential minority as shown by the devs decision to repeal the heavy nerf) and I bet even trumped by the minority of furries in game.
We can't keep waving a red flag each time a change in game isn't a change for PvP. Our arms would fall off.
Although, I still feel the rooting fix IS a fix in PvPs favor. Macskull brought up the problem and we got a fix. Was it fixed in response to PvPers outcry? I'm not going to speculate.
Question: do you seriously believe that Back Alley Brawler's animation work has anything to do with coding work and bug fixing for the rest of the game? Do you really think that the power and costume animation guys have access to the source code and power management?
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I didn't, I think Barrier was the one to bring it up in a thread I started, and I noticed it the next day along with a bunch of other players.
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
Now I know it's convenient to pretend the animation guys are the only ones still working on this game, and it's a good excuse for why non-animation-related bugs seem to take a loooooong time to fix, but it's foolish to believe that's true.
I didn't, I think Barrier was the one to bring it up in a thread I started, and I noticed it the next day along with a bunch of other players. |
I noticed the heal in Radiation Emission was rooting in PvP zones but not in PvE as well. however not being a PvPer, I kind of looked past it.
my only issue with pvp that i could see being resolved is movement supression and heal decay in a zone environment.
the fact is this, survivability, in the original i13 design was gonna be based on three newly introduced mechanisms: - movement suppression (lowering survivability) - heal decay (lowering survivability) - anti-spike code (raising survivability) it just so happened that the third mechanism didn't go through. it is only fair that the other two be toned down accordingly in order for resulting survivability to work as intended. way to take the easy way out Castle? |
Heal decay I think penalizes the def and corrs (maybe some controllers and MMs) the most. The percentage or 'rate' of heal decay should be tied to the a percentage of health a heal gives. Smaller heals should not penalize that much, where as bigger heals should. Just my opinion.
Finally, anti-spike code. Personally, I think this got killed a little too quick before we got to know it better. Given that corrs, defs, squishies in general, are target number 1 for anybody, I see an anti-spike code useful and necessary. On the other hand, that pesky brute or tank with taunt needs multiple toons attacking it to defeat it and anti-spike would work against that. So, anti-spike for squishies only? Of course, taking out the easy, most dangerous opponent makes the most sense so I can see why anti-spike was unpopular.
Maybe they should just have it so that no toon can be targetted by more than X amount of people?
Dark Bard, Zoobait, Debacle
jmsb
Por vezes d� vontade...
chucknorriss
speak american godamnit
A very sad story about War Witch and the neglected kitty. http://boards.cityofheroes.com/showthread.php?t=219670
Originally Posted by Black_Barrier
Guess it's hard to click while actively trying to keep the drool away from the keyboard...
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The anti spike code, like most things thought up for i13 pvp hurt teamwork. Why teamwork is supposed to be a bad thing in a MMO, i`ll never know.
Shenanigans
LotD - JaL - POWT/SMD - SoCo - AJs
Finally, anti-spike code. Personally, I think this got killed a little too quick before we got to know it better. Given that corrs, defs, squishies in general, are target number 1 for anybody, I see an anti-spike code useful and necessary. On the other hand, that pesky brute or tank with taunt needs multiple toons attacking it to defeat it and anti-spike would work against that. So, anti-spike for squishies only? Of course, taking out the easy, most dangerous opponent makes the most sense so I can see why anti-spike was unpopular.
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"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
I remember when the anti spike code was around, you could have some friends join the other side and simply target you (without attacking), which made you basically invincible to anybody that would actually try to kill you.
That's what made most people completely lol at the idea. Ahhh, good times.
Wednesday, November 4, 2009
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