How many times must I die to ambushes before I can re-complain?
I've been watching this thread on and off with some interest, and the mentions of Praetoria being harder originally remind me of this screenshot from a now, thankfully changed, mission:
The pain train, the pain train is coming! That was solo, at the then default Praetoria difficulty.
Even now though, I'm wary of going through Praetoria. There are missions there that I know are very, very painful. And if I want to play a game for pain, I tend to find a ludicrously hard platformer.
The only question is whether the devs control the math, or the math controls them.
True story. When Claws was revisited the first time, the devs - both Castle and BaB - claimed their changes would only affect Claws by maybe 5 to 15%. I did some back of the envelope calculations and concluded the changes would increase Claws damage by a whopping 40%. BaB in particular thought I was nuts until BillZBubba invented pylon soloing - that's where the idea of testing damage by soloing a pylon really started: Bill took a test Claws scrapper and proceeded to rip the pylon apart, proving Claws had been buffed astronomically. If anything, I had underestimated slightly.
The problem was that the effects of activation time on attack chains was still poorly understood. Moreover, at the time Powers and Animation were not tightly coupled in making or changing powersets. BaB could make an animation that looked good, but he didn't fully appreciate the fact that adding or deleting just a few frames here and there could seriously buff or nerf an entire powerset, due to the huge leverage he sometimes had on the cast times of certain powers.
Moreover, many powers had rooted animations longer than the cast time of the power. Meaning: Castle thought it was this fast, but Bab had made it actually slower in practice. This means even people who knew how to analyze attack chains correctly had totally wrong data. Including Castle.
After discussing the situation with BaB many times, and not just with Claws, Bab had a much better understanding of the mathematics of the effects of rooted times on power efficiency, due to DPA calculations. What was the "fun" effect of understanding the math correctly? BaB decided to speed up most of the melee attacks, particularly the slow ones, keeping the animations more or less visually similar but now seeking to spare frames whenever he could.
Knowing the math helped BaB influence the way our powers work to be more efficient and powerful while still allowing him to make them visually appealing (as he saw it). And prior to that, sixty player powers ran slower than their listed cast times in at least some circumstances, sometimes by as much as twice the amount. All those became important bugs to fix, rather than just curiosities.
So is math important to fun? You tell me. How many people liked the melee speed ups, and thought they made those sets more fun? Credit the devs learning the math and then putting it to use.
Now just think how much time would have been spared and how much better and funner the powersets might be today if the design bible had forced Powers and Animation to work together on DPA balance specifically starting from the beginning of time. Think how much funner Energy Transfer might be now if there had been a proper balancing rule in place to handle that power when it was adjusted back then.
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I don't think they do it deliberately, which is great for most players because it means it can be fixed. For me specifically, let's just say doing it accidentally AGAIN is just an epic face-palm moment. I respect our devs a great deal as professionals who love this game, but I seriously would not trust Paragon Studios to make change for a quarter.
Most people criticize the devs without a full appreciation for how complex and time consuming designing and implementing an MMO is: how many competing interests and varying skill sets have to be carefully coordinated and managed to produce a final product that is the sum of a large number of different people's judgement. I *do* know and appreciate all that and so I'm very moderate in my criticisms over issues that I know are complex issues. This ain't complex. This is extremely basic math that has no excuse for "iterative design" to figure out. There's this school of thought among many game designers, including many of ours actually, that says math is not trustworthy, because it can lead to wrong answers. Iterative design is the right way to do things, because it allows you to take a reasonable guess, test it and see how close you were, and then adjust. Math never leads to the wrong answers unless the people you hire to do the math suck at it. Game design - specifically the underlying mechanics of games - are just an engineering problem. They are solvable by the same mathematics and analytical design methodologies all other engineering problems on earth are solved with. Games are not magic in that respect that they can resist numerical analysis. The creative parts of the game are a different story: they are an art not a science. But how much damage power bolt should do or how much XP a 43 minion should grant or how fast sprint should be are not creative decisions. The creativity element is in deciding what goals you have for what those things should do. Then creativity steps aside and engineering dictates how to satisfy those goals with precision. For some reason, this seems to be an inexplicably controversial idea. I could probably duel Positron's blog for years talking about this subject, except I'm not really a professional game designer so no one actually cares what I think about the subject. As they probably should not. Without a resume, I have no credibility on that score except my experience as a player. |
I do know the creative parts of a story quite well, having been a tabletop GM/DM/Storyteller/Marshall/Weaver/ Narrator for 25+ years, with a few writing credits to boot.
To clarify further, I'm not questioning the devs on creativity per se. I like the devs, I like this game, and I know how complex creating games are. Back in school, in the ninth grade (and I'm dating myself here) when I was learning BASIC, COBOL and FORTRAN, I was asked as a project to create a video game out of something I loved. That love was Robotech, and I created a text-based adventure involving it that got me an A.
What I am questioning is why they chose to change things up so much, without considering the ramifications of what those changes meant to the playerbase.
As Samuel mentioned, fights are won and done before you ever accept a mission, at least it used to be. Now it seems that fights are over with you on the losing side if the mission calls for multiple ambushes if you're not playing an AT who can deal with hordes of mobs at once.
Of course, I could be wrong, and maybe the new people coming in, who don't have multiple 50's and tricked-out builds, actually have the advantage on us vets.
They slog through Praetoria and survive, and find Paragon and the Rogue Isles to be easy for the next 30 levels because of the time they spent gold-side.
No. No, it really does not work that way. I've played Stalkers, I've used placate a crapton, and it does NOT work that way.
Placate Ranged, ST, Foe Placate, Self Stealth/Hide The Placate effect is an ST effect. It affects one (1) Target. It will NOT affect any other targets, and if you have aggro they will continue to attack you. As SOON as you take damage, from any source, your hide/stealth is broken, even to the foe you previously placated, and you can be attacked by them again. Since the other enemies are not effected anyway, they can keep attacking you for as long as they need as soon as they come into range. |
Furthermore, damage breaks the hidden state (which they should just call the critical state, because that is what it really is) but it does not break the placate mez effect. The specific target you placated cannot target you while they are placated until the placate wears off.
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Virtually everything about the game you play except the visual artwork is math.
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I agree with completely with everything you said besides that. Math is fundamental in game design. Hell, math is everywhere, even if we can't see it.
Furthermore, damage breaks the hidden state (which they should just call the critical state, because that is what it really is) but it does not break the placate mez effect. The specific target you placated cannot target you while they are placated until the placate wears off.
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Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Now just think how much time would have been spared and how much better and funner the powersets might be today if the design bible had forced Powers and Animation to work together on DPA balance specifically starting from the beginning of time. Think how much funner Energy Transfer might be now if there had been a proper balancing rule in place to handle that power when it was adjusted back then.
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Of course, that's all conjecture. Math is certainly important though . Checking your math is even more important [ie, Statesman's Super Scrapper].
But there are going to be aspects that the math by itself can't convey too well. Defiance and Vigilance come to mind here [mostly the emotional outcry issues]. Then there is the 'creative aspect' of establishing the weights for various powers in their critters power budget.
Anycase, not really disagreeing with you [especially on specifics ]. Math doesn't lie, that is true, what has been put into the math may obfuscate actual issues [creative assigned weights, player perception, special synergies].
Let's Dance!
Consider a more concrete example: rollercoasters. Rollercoasters are supposed to be all sorts of things not reducible to equations: scary, thrilling, wild, fun. It takes skill, art, and creativity to come up with a conceptual design for a successful rollercoaster.
Now, who do you want to build it if you or your child is going to ride it? Someone who wings it and will keep building it and tearing it down until it sort of feels right? Or a structural and mechanical engineer? Its a false dichotomy to believe that there exists a creative design process used exclusively for creative things, and a mechanical one for boring things. There's only two kinds of design: the kind that works, and the kind that doesn't. If you find your kind has a tendency to not work, you're practicing the latter kind. Its not because games design is the most complex endeavor on Earth. |
Sure you need to use some baseline math to build your game around, I said that before, but the precision that you claim is necessary, that's what I'm struggling with. Let's say you do get to perfect balance. Say for example all the defensive sets are exactly equal in terms of their ability to mitigate or restore damage. But they all do it in different ways. One set is substantially easier to manage and so gets played more and is valued more. Another requires more micromanagement. But they are equal in their ability to protect the character if played with average skill. Just one happens to be more fun. What do you do?
See I don't quarrel with the proposition that good creative design and good mechanical design are not mutually exclusive. But it seems to me that the are times when good creative design diverges from good mechanical design. Not always and sure there needs to be a sufficient justification for abandoning your mechanical design principles. But likewise, I don't think you can become a slave to the maths.
Would you agree with that?
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I promise you that is not true. Really, truly and very sincerely I promise you that. If you attack the target, it will attack you back immediately (assuming it has a recharged attack), whether you hit it or not. The only exception to this is AS, which does not notify the mob if it misses.
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If you attack the target with an attack that "notifies target" you will break your own placate. But the quote I was responding to said if you *take* damage your placated target will be able to attack you, and I don't believe that has ever been true.
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I agree, to my knowledge it's never been affected by the Stalker taking damage.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Sure you need to use some baseline math to build your game around, I said that before, but the precision that you claim is necessary, that's what I'm struggling with.
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However I do say that to the extent that a value must hit a target its always possible to hit the target on the first try in theory, provided only that you're given a good description of the target. You never have to guess, and you never have to datamine a value. Datamining should only be used to determine the incalculable, like the skill level of your players.
Let's say you do get to perfect balance. Say for example all the defensive sets are exactly equal in terms of their ability to mitigate or restore damage. But they all do it in different ways. One set is substantially easier to manage and so gets played more and is valued more. Another requires more micromanagement. But they are equal in their ability to protect the character if played with average skill. Just one happens to be more fun. What do you do? |
What do you do if one powerset is played a lot and one is not? If one of your parameters in your design is to ensure that the difference between the most popular and least popular powersets is less than a factor of three, you change something given the datamined preferences of your players, something which has to be measured because its not computable. But if your design doesn't have that requirement - if it explicitly states that its ok if some powersets are more challenging than others, and recognizes that only a minority of players want that challenge but they are worth giving some options to address that desire then that imbalance is intended by design, and you do nothing.
See I don't quarrel with the proposition that good creative design and good mechanical design are not mutually exclusive. But it seems to me that the are times when good creative design diverges from good mechanical design. Not always and sure there needs to be a sufficient justification for abandoning your mechanical design principles. But likewise, I don't think you can become a slave to the maths. Would you agree with that? |
Here's what you'll hear me say: "oh, I thought you'd like it if that attack simultaneously fired a toxic cone out of your butt directly behind you for headsplitter damage. I didn't realize you tend to take point on teams."
Here's what you'll never hear me say: "I'm sorry but I when I gave you Butt Splitter six months ago I didn't realize it would synergize too strongly with Pelvic Thrust. I'm afraid I'm going to have to nerf Spinning Halitosis and datamine your damage for a while to make sure you aren't still outdamaging Boomerang Fish for corruptors. " Because that is no way to live.
Math is a tool. Engineering is a tool. To say that sometimes you have to abandon it is like saying the game is programmed in C, but fun cannot be programmed, so sometimes you just have to abandon your programming skill and just bang your face against the keyboard while listening to Mozart until the game servers start to sparkle with the goodness.
Coders code. Designers design. Analysts analyze. Their methodologies adapt to the field, whether that field is game design or pizza design. And in the real world everywhere but in game design**, there's no excuses for not having a methodology that purports to generate a good design the first time. People make mistakes, and fields evolve. The start of the art constantly improves. Good design principles are a moving target. But even if you don't possess the state of the art, you should possess the art itself.
** Actually, its a failing of the software development industry itself. On behalf of the industry, I apologize to planet Earth.
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Doesn't an ambush, by definition, involve the element of surprise? Now, when I'm running a newer mission, every time I kill something with a name or click a blinky I'm surprised if there ISN'T an ambush. This is contrary to the basic definition of an ambush, which is an attack you're not expecting.
<a bunch of reasons DE suck>
We got rid of excessive tohit buffs in the standard content for a specific game design reason: it makes me angry. |
Eva Destruction AR/Fire/Munitions Blaster
Darkfire Avenger DM/SD/Body Scrapper
Arc ID#161629 Freaks, Geeks, and Men in Black
Arc ID#431270 Until the End of the World
I think the whole game should have a decent level of challenge to all players.
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Personally, I still want the ability to adjust the difficulty down as far as it can be adjusted up. Hooray for -2 to -4 missions!
Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound
I like Super Reflexes too. I also like Shield Defense. Now every once in a while I expect an enemy, especially in end-game content which is supposed to be more challenging and with my difficulty cranked up as I am wont to do, to come along and smack me with the "HEY! You're not supposed to be invincible!" stick. I don't expect to be smacked repeatedly with a Mac truck.
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When you really stop and think about it, geko really really hated defense. In exchange for being able to avoid getting hit, he made sure you were never actually going to avoid getting hit.
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So, while you placate one member of the mob, what do you plan to do about the other members who you cannot placate? Because of it being an ST effect?
Ask them nicely not to shoot at you? I don't think you understand just how huge a hole there in in your 'logic' here. Placate works on ONE enemy. Ambushes are never ONE enemy. The other enemies can still SEE you. And they can and will SHOOT you. And that then means that one enemy can also see you again. Meaning you just wasted a power. |
"Men strunt �r strunt och snus �r snus
om ock i gyllne dosor.
Och rosor i ett sprucket krus
�r st�ndigt alltid rosor."
RE: Defence, wouldn't the obvous solution be to add -defence (rather than to-hit)? That would leave SR (that is all-but immune to -def ) fairly secure while still nuking the other defence.
"Men strunt �r strunt och snus �r snus
om ock i gyllne dosor.
Och rosor i ett sprucket krus
�r st�ndigt alltid rosor."
An ambush will be 2-3 (either 3 minions or 1 LT/1 minion) critters.
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Last night, I said the following to a friend of mine: "FFS! Even on Primal Earth I still can't escape from ambush spam!" This was said in response to the mission to capture Eddie Crush, where upon saving him, ambushes begin to spawn. This was a knee-jerk reaction, however, as that consisted of just three ambush waves, one spawn per wave, each ambush staggered to trigger about 10 seconds after the previous one was defeated. Eddie was unexpectedly weak for a Tank Smasher and did almost get killed, but at no point were we actually overwhelmed by 20 people like I was in Praetoria. And this was +0x2 ambush spawns (I'm 24 now. I can handle myself.), to boot.
Maybe it was that this was the Council ambushing me, with minions and lieutenants, maybe it was that this was just one ambush spawn at a time, maybe it was because they were staggered, maybe it was SOs, but I didn't feel like the game was cheating when this happened. I was so jaded on ambushes at the time that just the NPC text pissed me off, but the actual fight wasn't so bad. This is how I feel ambushes should be done - add pressure on the player, but don't drop a bridge on him.
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.
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Virtually everything about the game you play except the visual artwork is math. Everything you are allowed to do, and everything that is allowed to happen in this game is dictated by math, and only math. All of the critters, powers, and effects in this game are in a single set of Excel spreadsheets.
The only question is whether the devs control the math, or the math controls them. <snip> |
You are mistaking Game design with Game programming, they are not the same thing. Programming is the maths side of thing, it deals with making a game actually work.
The design side of things isn't maths based, there was never a time where some one at Nintendo said "This new Mario isn't fun enough, add ten more turtles.". There is no mathamatical equation that gives the correct ratio of how many bips to boops will give a good game.
Brawling Cactus from a distant planet.
Hmmm, I'm going to need to double check this, but I don't this this is this case. If you placate at the same time as the placatee attacks you the hide is broken and placate is ignored. I've had a number of occasions where this has happened and it's very frustrating.
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I do know that the Hidden portion of Placate is interrupted if your target manages to key an attack in a specific time window where he hits, suppresses you, but is still placated and won't attack.
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.
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I remember there being a bug like this, actually, and now that you mention it, I remember seeing this in person at one point. It shouldn't work like this, since being able to attack a target that you cannot target via AoE doesn't break the Placate until it times out or the target attacks you, but there could be some kink in the code that's the culprit here.
I do know that the Hidden portion of Placate is interrupted if your target manages to key an attack in a specific time window where he hits, suppresses you, but is still placated and won't attack. |
I agree, it should have a decent level of challenge to all players. Keeping in mind that what any given player considers a "decent level of challenge" is liable to differ from any other given player's notion of the same.
Personally, I still want the ability to adjust the difficulty down as far as it can be adjusted up. Hooray for -2 to -4 missions! |
The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.
One ambush is. I would not have made this thread if I were having to fight one ambush at a time. I made this threat after fighting three ambush waves at a time for mission after mission after mission.
Last night, I said the following to a friend of mine: "FFS! Even on Primal Earth I still can't escape from ambush spam!" This was said in response to the mission to capture Eddie Crush, where upon saving him, ambushes begin to spawn. This was a knee-jerk reaction, however, as that consisted of just three ambush waves, one spawn per wave, each ambush staggered to trigger about 10 seconds after the previous one was defeated. Eddie was unexpectedly weak for a Tank Smasher and did almost get killed, but at no point were we actually overwhelmed by 20 people like I was in Praetoria. And this was +0x2 ambush spawns (I'm 24 now. I can handle myself.), to boot. Maybe it was that this was the Council ambushing me, with minions and lieutenants, maybe it was that this was just one ambush spawn at a time, maybe it was because they were staggered, maybe it was SOs, but I didn't feel like the game was cheating when this happened. I was so jaded on ambushes at the time that just the NPC text pissed me off, but the actual fight wasn't so bad. This is how I feel ambushes should be done - add pressure on the player, but don't drop a bridge on him. |
All the rest of the time the ambushes are staggered. *Precisely* to ensure you never have to fight more than one spawn at a time. (Unless you go off aggroing another spawn in the meantime ofc.)
"Men strunt �r strunt och snus �r snus
om ock i gyllne dosor.
Och rosor i ett sprucket krus
�r st�ndigt alltid rosor."
I also can't help but wonder: If new players HAVE to start in Praetoria, won't the difficulty and the insane ambushes scare off many new players?
I fear that would have happened with me. If I were forced to start there I believe I would have quit the game in frustration.
Also, I don't like that you have to start in Praetoria as a new player then be forced to pick blue or red side. I like that I can start as a hero or villain and not a shade of gray. (Do I have that wrong?) But to start a character then be FORCED into a whole new world. What if I want to save the world I was born in? Ok, I digress...