How many times must I die to ambushes before I can re-complain?
That's just the DE. Here's my description of the Master Illusionist: A boss level critter that has 50% of its attacks bypass all my defenses, that casts three pets that have 50% of their attacks bypass all my defenses, all of which can attack while phase shifted.
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Here is my description of the Malta Gunslinger: A guy with no powers, and often with no depth perception who can hit me reliably through soft-capped defenses with a revolver held sideways. I guess they took Lrrrr's advice and instead of shooting where I was they shot where I was going to be.
Oh, and how can we forget our dear friend, the Avalanche Shaman? Yeah, sure, you can just move, but there's no reason for that debuff to be unresistable in the first place.
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
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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Its still only one enemy out of a whole mob, though
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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If you have to fight three ambushes at a time *you are doing something wrong*. (There are three exceptions: The mission where you have to defend the news network against a horde of destroyers, the one with the ghoul horde and one with the syndicate, and all of those are very unusual (they're not normal spawns and they give you a big honking warning and a time limit)
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.) |
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Let's Dance!
That's just the DE. Here's my description of the Master Illusionist: A boss level critter that has 50% of its attacks bypass all my defenses, that casts three pets that have 50% of their attacks bypass all my defenses, all of which can attack while phase shifted.
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NPCs getting stronger or different versions of powers that players have I can deal with, because the AI is stupid and needs a mathematical advantage to not be completely trivial. Sure, I'm annoyed at enemies who have things that look like toggles but turn out to auto powers and can't be suppressed by mez / endurance drain (spines Wardens I'm looking at you). Even those aren't as blatantly cheating as MIs though.
Back on the topic of autohit defense debuffs, I seem to recall Antimatter from Tina's having Rad Infection in Tina's arc, and ranging from a nightmare on teams that rely on defense to a complete joke on teams that have other forms of mitigation.
I think it's mostly the wide gap between "Woohoo I'm invincible" and "OMG I just got 2-shot" the gets frustrating, especially when there's little to no warning it's about to happen. I'm not sure how to fix that with defense, though, because of its binary nature.
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. |
The creative side of game design says "I want to give a damage resist bonus to a powerset that's linked to health. When the player's health drops below a certain point, they start getting damage resist, and it keeps going up until they've got a whopping chunk of it when they're almost dead. It keeps them from dying immediately and makes fights more intense as the player struggles to finish off the enemy while watching their health hover around this tiny little sliver. But they can't have so much of it that they'd just be invincible."
The math side of game design says "Okay, the best way to do that would be the formula y = -x + 60. When the player's health drops below 60%, they start gaining 1% damage resist for every 1% health they lose, up to just below 60% damage resist, since they'd have to be at 0 health to get a full 60% resist."
Math explains this to creative. Creative may want the damage resist to be gained faster, like 1.5% damage resist for every 1% health but starting at a lower threshold, or maybe they want damage resist to be gained at an ever increasing rate so that from 50% to 25% health the player wouldn't get a lot of damage resist, but below 25% they start earning buckets. Whatever creative thinks would result in the most interesting yet balanced outcome, math would come up with a formula to represent it.
Once creative approves of math's math, the math goes to the actual programmer, who translates the equation I gave above into code, applying sanity checks so that the player doesn't have -15% damage resist at 75% health, for example (unless creative wants that to happen), and generally making sure that it actually works in the game. The programmer doesn't necessarily care what the equation is and might not even be all that proficient in math except insofar as they need to know it to be able to translate it into code.
So no, the math side of game design is not the same as programming. When players reverse engineer the algorithms in the game, they don't know or care how it's implemented in the programming. All they want is to figure out that y = -x + 60 so that they can know that when they're at 15% health, they have 45% damage resist. You think the formula given for hit chance at the top of this page has anything to do with real code?
De minimis non curat Lex Luthor.
Clearly we have experiences in entirely different games design methodologies.
Brawling Cactus from a distant planet.
It's not always necessary. In the example you gave about Mario, level design would be responsible for adding enough enemies to make it a challenge but not so many as to be totally unfair. They may decide "This map needs a Koopa right here" without ever going to math.
But you can't get away from it entirely. Math design still has to figure out, say, the qualities of Mario's jump that fits creative's definition of fun. How much friction applies to Mario, how high he jumps, whether prior acceleration affects the range, so on and so forth.
No one methodology is going to work for all situations.
De minimis non curat Lex Luthor.
Praetorians are, what's the word I'm looking for, somewhat overdesigned. |
Current Blog Post: "Why I am an Atheist..."
"And I say now these kittens, they do not get trained/As we did in the days when Victoria reigned!" -- T. S. Eliot, "Gus, the Theatre Cat"
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.
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(1) Start with a qualitative description of how something should work conceptually.
"Defense is an attribute that causes enemies attacks to be more likely to miss when they attack you."
(2) Design an approach that implements that.
"Everything has a 50% chance to hit players, and defense modifies that chance directly down (or up for defense penalties)"
(3) Then programmers implement what was designed in step 2.
115. critter.finalHitChance = 0.5 - player.getDefense()
Arcanaville is talking about step 2.
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, sure, say in a few lines what it took me a few paragraphs to say.
De minimis non curat Lex Luthor.
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
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
I don't mind being defeated once in awhile. I do mind having content so easy that defeat is barely even possible. |
I've argued for years that the game needs to be harder. I'm not on board with this.
Current Blog Post: "Why I am an Atheist..."
"And I say now these kittens, they do not get trained/As we did in the days when Victoria reigned!" -- T. S. Eliot, "Gus, the Theatre Cat"
I did it exclusively with SOs on base difficulty (didn't even cheat down to -1). |
A difficult mission should mean that I have to play less aggressively and/or use more inspirations than I'm used to or such. It should not mean that I have to send the character a mile or more out of his way to change settings and then do it again afterward to keep the rest of the game from being a snoozefest. If they'd get rid of the stupid NPCs and put difficult adjustment on the mission menu where it belongs I'd consider it, but under these circumstances I'm just going to drop the trash and move on.
Which is another reason why spiking the punch is a bad idea: people just don't have to put up with it, so they won't. The new DE aren't "making a statement" or anything, they just tell me which tips to dismiss.
Current Blog Post: "Why I am an Atheist..."
"And I say now these kittens, they do not get trained/As we did in the days when Victoria reigned!" -- T. S. Eliot, "Gus, the Theatre Cat"
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
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.
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.
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! |
As Venture said upthread, if it's too hard at normal difficulty, it's too hard. Forcing it to be easier by shifting the level at which you fight to be able to complete the mission at all means there's something wrong with the design of the missions.
I don't mind dying in the lower levels every once in a while. Sometimes I go a long time between defeats, depending on what AT I'm using. But I'm not everyone else, and what I find fun isn't what others do. I think the Devs have the right idea in Praetoria, but they turned the knob to 11 when it doesn't need to be higher than an 8.
Loose --> not tight.
Lose --> Did not win, misplace, cannot find, subtract.
One extra 'o' makes a big difference.
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
If it makes you feel any better, EVERY game that I've seen that has an avoidance mechanic has incredible problems balancing it to the satisfaction of the players. Usually, the avoidance characters wind up weaker than characters that rely on damage reduction or healing.
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Let's Dance!
Yes, actually you do, because +0/x1 is the default assuming an average player with an average build using SOs. If you are anywhere above that, you should not be playing on +0/x1.
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That makes no sense. Some villain groups cause me to lower my difficulty. But then, that's fair and right IMO because other than TFs I play on a higher difficult level than standard.
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.
That's the standard difficulty. If any particular mission is too hard for you on that difficulty, then you have a right to complain. But then I don't find the real risk of defeat to be too hard. If you're saying you have some right to be able to play every mission at +1-4/x2-8, then I'll just say I disagree.
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That makes no sense. Some villain groups cause me to lower my difficulty. But then, that's fair and right IMO because other than TFs I play on a higher difficult level than standard. |
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
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.
I think you are mistaking System Design with Game Programming. And System Design most certainly involves math. They're all interlinked, so it's very disingenuous to claim they are not involved.
That said, it looks like the argument is going to devolve into definition quabble, which is silly .
Let's Dance!