Powersets and respecifications?
There is no reason why this can't be added to the game, they just don't want to.
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I still personally suspect (note the wording there, as opposed to your "It's gospel truth" wording) that those four attributes mentioned in the copypasta - AT, primary, secondary and origin - are baked into the character/database/game at such a fundamental level that being able to change them would break something badly, or require such work to do that it's not seen as being worth it.
These comments always amuse me.
Fine Mike, if you are dead set against rolling up another character then that's your perogative. Just be aware that the devs have flat out told us that they will never allow powerset respecs. But please feel free to hang around waiting for more end game content to be added. I hope there's enough of it to keep you from getting bored while everyone else is having fun rolling up new characters. |
Maybe you're a high schooler that utilizes your free time playing the game, all while balancing a part-time job and keep good grades. Doesn't matter to me. I'm glad you found my comment so amusing, but the fact of the matter is, we all have our own reasons for when/why we play..
I work full-time first shifts that can easily become 12+ hour days, so I'm pretty tired when I come home. I enjoy the game, but I can not just play it for hours or start new toons when I get home. While I will create several toon ideas in my free time (or when I'm not too tired), I don't always play them because I'm focusing on my primary toon that I've mentioned in my prior post.
I'm liking my toon where he's at now, especially with his incarnate abilities beginning to pay off - but I reiterate: I just wish I had the able to reroll his primary/secondary (maybe even JUST his primary). I regret the knockback I deal as a blaster, but it's not like I'm going to beat myself up over it or just suddenly start a new toon with a similar persona as my current - without knockback - as I've done so much with him in the time I have played as him.
It's a lot of work, yeah (the in-game details) - and I know somebody could easily use the argument of "sometimes the game's not for everybody" or something along those lines. But I know anybody here would have the same reply of "don't tell me what I can or cannot like".
I'm actually quite taken aback by some of the replies I've received in this thread, as it's nothing I would have expected coming from the generally friendly people I run into in-game.
The replies strike me as a 'THE DEVS SAID SO, Y DON'T U NO - OMG UR SO LAME' type mentality - but hey, that's just me probably feeling defensive to my idea that I'd like to somehow see implemented - even if the developers have struck it down multiple times and it's etched in stone. It still doesn't mean somebody can't toss the idea out - because, for all you know, they might implement it as a trial and see how it works.
Well it's not like we didn't see this response coming. It's almost formulaic.
1. Someone suggests a powerset respec.
2. People respond with posts explaining why it's a bad idea and inform the suggester of the devs official position on the matter
3. Suggester gets defensive and dismisses anyone that doesn't agree with him as jerks.
It's so predictable.
Seriously what more could that have added to this by making that comment? That was completely uncalled for.
I gave you my reasoning/opinions for why I would like to see a power respec. You and a few other individuals gave your reasons/opinions on the matter (and like to stress that the developers stance on the matter).
I even gave a preemptive 'I'm sure I'm coming across as being defensive' spiel, but you seemingly bypassed it as you did with your #3 point.
Are you just trying to make me upset? Just let it be, let somebody suggest the idea again - and you and whoever else can go right ahead and reply like you have again. That might just very well prove that there are, in fact, people that wish for a power respec to happen.
But do yourself and others a favor: Get rid of the attitude, it's unwarranted. We get it, you agree with the developers that a power respec should not and will not happen - that doesn't mean that other people can't still ask for it.
Seriously what more could that have added to this by making that comment? That was completely uncalled for.
I gave you my reasoning/opinions for why I would like to see a power respec. You and a few other individuals gave your reasons/opinions on the matter (and like to stress that the developers stance on the matter). I even gave a preemptive 'I'm sure I'm coming across as being defensive' spiel, but you seemingly bypassed it as you did with your #3 point. Are you just trying to make me upset? Just let it be, let somebody suggest the idea again - and you and whoever else can go right ahead and reply like you have again. That might just very well prove that there are, in fact, people that wish for a power respec to happen. But do yourself and others a favor: Get rid of the attitude, it's unwarranted. We get it, you agree with the developers that a power respec should not and will not happen - that doesn't mean that other people can't still ask for it. |
:sigh:
Okay, okay! I'll do an extensive search next time I have a question to post to eliminate the redundancy of discussion. My question's been answered and I'm fine with it, even if I still think there's a way it could be made to work feasibly.
No point in beating a dead horse, now.
Seriously what more could that have added to this by making that comment? That was completely uncalled for.
I gave you my reasoning/opinions for why I would like to see a power respec. You and a few other individuals gave your reasons/opinions on the matter (and like to stress that the developers stance on the matter). I even gave a preemptive 'I'm sure I'm coming across as being defensive' spiel, but you seemingly bypassed it as you did with your #3 point. |
Are you just trying to make me upset? |
Just let it be, |
let somebody suggest the idea again - and you and whoever else can go right ahead and reply like you have again. |
That might just very well prove that there are, in fact, people that wish for a power respec to happen. |
Do you think they don't know that there have been hundreds of threads that have been made suggesting this over the past 7 years?
Do you think the devs think that it's just one person that hops from account to account reposting this idea every month or two?
The devs know that this is a much asked for feature and they still have decided that they do not want to add it to the game.
But do yourself and others a favor: Get rid of the attitude, it's unwarranted. We get it, you agree with the developers that a power respec should not and will not happen |
In fact, there are a lot of bad ideas I'd love to see added which would increase my enjoyment of the game that I know will never happen, because the devs won't even consider the ideas.
that doesn't mean that other people can't still ask for it. |
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 wonder if it's as broached and shot down a topic as inherent fitness and customizable powers were for years?
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Still, I'd say that powerset respecs fall in between the calls for power customization and inherent stamina. If I had to guess, I'd say that it would be right in between those two in terms of frequency.
Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson
"I was just the one with the most unsolicited sombrero." - Traegus
I wonder if it's as broached and shot down a topic as inherent fitness and customizable powers were for years?
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Full respecs are a case of them saying "No, we're not doing this"
HUGE difference between "we can't do it right now" and "We have no intention of EVER doing it"
Every time full respecs are brought up, someone trots out power customization as an example of something we were told no about that we later got. And every time the fact that we were told no for two completely different reasons is glossed over in an attempt to prove a point.
Being told no on power customization and being told no on full respecs are NOT the same thing, regardless of what you want people to believe.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
Ya gotta love Tenzhi's attempts at revisionist history. Notice how he tries to hide a lie in with the truth?
Truth, for years the devs said no to inherent Fitness.
Lie, for years the devs said no to power customization.
Unfortunately for Tenzhi a large percentage of the players in this game have been here for 5, 6, 7 years and have no qualms debunking his version of what was said.
There have been a number of issues that have been discussed at length across multiple threads. I see nothing wrong with starting a new thread on an old topic. Ideas have also been tagged as hopeless only to be implemented (i.e. market merge, inherent fitness, etc.) Developers change their minds. People have new insights. That's kind of the point of a forum.
I also would like to see a power respec offered within certain parameters. I don't think a scrapper should be able to change into a defender but altering a scrapper's primary or secondary is appealing. A 4th mutant build perhaps that only unlocks at level 50 after 100 mutant tip missions or something. I think folks greatly enjoyed redesigning and re-thinking their toons after inherent fitness and going rogue opened up new possibilities. It's fun to revamp an old toon. And it is hardly the end of the world.
The arguments against such a change don't seem that compelling to me.
1. Changing the powersets somehow severs a player's psychological link to a toon. I can change a toon's appearance and name, I can change from hero to villain, I can suddenly learn to fly, turn invisible, summon spiderlings, hurl a fireball, create a waterspout and so on. But changing from a martial arts/invulnerability scrapper to a katana/invulnerabilty scrapper is too much change? Really?
2. Changing the powersets is too hard to handle without months of practice. Losing a job and starting a new career, having a child, moving to a new city - these life changes take time to adjust to. But I think most people can understand fairly quickly how spine attacks are different from claw attacks. It's not that big of a deal.
3. Too hard to implement. Possibly. But hard to think it would be trickier than allowing a toon to switch from hero to villain.
4. It can be exploited. Not sure why it would matter once you hit level 50. I suppose some scrapper powersets, for example, are easier to get to 50 than others. But it seems as if all scrapper primaries should be roughly similar. At least similar enough that the time spent leveling to 50 should not vary enough to be an issue.
Bottom line - it is a decent amount of work to get accolade powers and shards and badges and such. Rolling a new toon just to switch from katana/willpower to dual blades/willpower seems a bit silly to me. But I would certainly love to re-invent a couple of toons given the opportunity.
Oh here we go I found an old post by one of the devs about why they hadn't given us power customization yet.
Q: What's so damn hard about power customization?
A: The pipeline from power to effects just wasn't designed to be flexible. The powers designer creates a power def. This def defines all of the things associated with a power. What it's called, how much endurance it costs, whether it's a click, toggle, or auto power, its range, radius, etc. Power defs also contain a series of attributes such as doing this much smashing damage and this much energy damage. Power defs are softcoded, but they can't be changed on the fly or vary between one player and another. Power defs also call continuing FX on specific attributes. Ie, play the FX script for stone cages on the Hold attribute. So if the target is actually held, it plays the effect...otherwise it doesn't play anything. This is also softcoded as part of the power def and can't be change dynamically. Nothing related to power defs are stored on individual characters. Power defs also point to another file called a PFX. This file contains a series of things that happen on events. The first half deals with animations. Play these animation bits when the power is activated. Play these when the power hits someone. This animation takes X amount of time before the damage should actually happen and takes Y amount of time before another power can be used (ie activation time). The 2nd part deals with the effects in a similar way. Play this FX script when the power activates. Play that FX script on hit. PFX scripts are also softcoded and can't be changed on the fly, yadda yadda yadda. These are also not stored on individual characters. The FX scripts are a series of events and particle emitters. The color of particles are part of the particle scripts set as RGB values. Particles CAN inherit RGB values from the player, but they have to be attached directly to a costume node to do so. Also can't be changed on the fly, also not stored on characters. So all of the things that determine what effects plays, when they play, where they play, and what color they are are all softcoded. They're in one location, shared by all players with the same power, and can't be changed dynamically or stored individually on each player. All of that, is stage one of power customization. Figuring out how to retool the system so it can actually work. That's the part that involves writing the new code and making the necessary changes to all of the player power defs and/or PFX to support it. Stage 2 is a massive overhaul of every single effects script used by player powers that we're going to customize. Right now, the colors for the various effects are softcoded into the particle emitter scripts. Most of our particle emitters use grayscale textures that are tinted to an RGB value through the particle script. In order for a particle to inherit the tint from an outside source (currently only from a costume node it's attached to), it has to be set to red. So 255,0,0 as an RGB value means that particle is going to inherit 100% of the costume nodes RGB color. The more white a particle's RGB value is the less color it inherits. Most basic example of this would be the effects for Energy Blast powers. Those are all tinted various colors, from blue to white. All of those particle scripts would have to have their RGB values shifted to red instead...So there would be a pretty big chunk of work required to 1) tracking down, collating, and duplicating all of the FX and particles scripts currently used by powers 2) change all of the RGB values used by all of the particle scripts so that they can inherit the color from an outside source. On top of that, we also have some particle scripts that use pre-colored particle textures. Dark Miasma is a good example of that. We also use geometry in some of our FX scripts, and most of them use some sort of pre-colored texture So things like the bubble for Force Fields, that teal blue-green is the color of the texture that's on that sphere. Those particles and FX geometry would have to have new grayscale textures made for them and then they would need to duped and set up to use color tinting. Stage 2 isn't difficult work, it's just a ton of it. There are tens of thousands of FX and particle scripts that would need to be tracked down, duplicated, and modified. Stage 3 is hooking all this up into some sort of system or UI to allow you guys as players to change your fireballs from red-orange to green. Most logical place for that is the costume editor, probably something similar to how you currently deal with auras or custom weapons. Other ideas involve special color enhancements that you can slot into powers, console commands that you could type in, options set in the graphics menu, etc. Those are all implementation ideas...probably the easiest step of the whole process. Can it be done? Sure. Given enough time almost anything can be done. But is it more important to do than all of the various other things that can also be done in the same amount of time? That's the step where power customization as a feature has repeatedly fallen off the list and pushed back to the next issue. We still continue to discuss it, trying to figure out some way to do it in a way that won't require as much new code, or won't require so much time from an FX artist to make it happen. |
We still continue to discuss it, trying to figure out some way to do it in a way that won't require as much new code, or won't require so much time from an FX artist to make it happen. |
...Bottom line - it is a decent amount of work to get accolade powers and shards and badges and such. Rolling a new toon just to switch from katana/willpower to dual blades/willpower seems a bit silly to me. But I would certainly love to re-invent a couple of toons given the opportunity. |
For years ONE dev said no to inherent fitness: Castle.
And his words were to the effect of: It will never happen as long as I'm working here. I have suspected for a while that being overruled on inherent Fitness is one of the things that prompted his departure. He also said he would get rid of endurance altogether before making Fitness inherent.
I don't recall any other dev saying anything about inherent fitness one way or the other, but I know Castle was against it.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
In actuality it sounds like it was a very difficult project that they spent a lot of time and effort on trying to figure out a way to get it to us.
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In fact, BaB once suggested that the time to make the game engine changes required would be too hard, which was not true. But BaB is not a programmer, and his estimates for programming time are thus suspect. He even said so in a later post. His estimates for the artwork changes were fairly spot on: they were and are very time consuming.
If BaB is still lurking, I'll remind him that the way animation customization works is the way I first suggested to him that it could work, which he called "gibberish" (of course, it was gibberish because I didn't have the language to express the thought correctly at that time).
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Actually, it's a partial truth.
For years ONE dev said no to inherent fitness: Castle. And his words were to the effect of: It will never happen as long as I'm working here. I have suspected for a while that being overruled on inherent Fitness is one of the things that prompted his departure. He also said he would get rid of endurance altogether before making Fitness inherent. I don't recall any other dev saying anything about inherent fitness one way or the other, but I know Castle was against it. |
Bottom line: you do realize that some power sets in the AT's play completely differently? This is something the devs have been against since the beginning. It goes against the core of the game, creating alts. It really isn't all that hard to get the accolades and badges. Another lame duck example of why people want this.
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Of course I realize sets play differently. Trying something different is the whole point. I just don't think allowing a person to change from katana to martial arts is that big of a deal. You can already change a toon's play style in a crazy number of different ways. A claws scrapper that hovers and uses caltrops is very different from a claws scrapper that uses super speed and waterspout. Even a claws scrapper that uses shockwave plays quite differently from a claws scrapper that doesn't use shockwave. And so on. And it takes some time to learn any change. So to argue that a power respec is a bad idea because it can dramatically alter a toon's play style seems puzzling to me.
If the heart of the game is creating alts - allowing me to re-invent one of my scrappers certainly isn't going to keep me from rolling a new corruptor. It's difficult to believe the game would be damaged by giving people a bit more choice and freedom to experiment in this regard.
Some people like rolling new toons. Others like re-working existing toons. For the people who like rolling new toons the answer is always to just roll a new toon. But re-inventing a toon you no longer play seems just as good to me. Finding the "right" mix of powers with as many toons as possible seems the ideal. How you get to that happy mix seems less important in my opinion. But I recognize I'm probably in the minority on this issue.
Ya gotta love Tenzhi's attempts at revisionist history. Notice how he tries to hide a lie in with the truth?
Truth, for years the devs said no to inherent Fitness. Lie, for years the devs said no to power customization. Unfortunately for Tenzhi a large percentage of the players in this game have been here for 5, 6, 7 years and have no qualms debunking his version of what was said. |
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
Dismissive posters aside (as in being dismissed)...
I don't really see a problem with doing a primary or secondary power respec as a concept under the following rules.
1. You get one primary or secondary power respect in your character's life.
2. You can get the respec at level 10 or level 20 by doing a trial. You can do it once, and never again.
3. You can't change your AT.
Why? Because
1) by the time you get to 10 or 20 you know whether or not you hate the powerset you're stuck with.
My wife gets to level 8-10 and knows whether she's going to love or hate her character based on how the powers play (can't convince her that things will get better later). Ok so we're always in a leveling pact... all the time, every character pair (this is a husband-wife thing--part of having a wife who loves playing COH with me.). So when she hits level 10... and I've got a character that I'm really getting into, and she hates hers... Well, there we go... we sell off everything mail the INF to ourselves and start over. A little frustrating sometimes--but happy wife, happy life... If she could just change that one powerset, and it's usually the primary or the secondary and not both or the AT... well things would be a lot easier for both of us. So I've had to restart umpteen characters because of this.
2) By 10 to 20 nobody's had a chance to level to the 'Good' bits of their character development, avoid the hard stuff, and exploit the system.
3) There's still plenty of time to learn your new powerset before you hit 50 so you don't act like a newb with it on a TF.
I read all the previous posts so you can save any comments intended for my edification on why it's not going to happen.
Dismissive posters aside (as in being dismissed)...
I don't really see a problem with doing a primary or secondary power respec as a concept under the following rules. 1. You get one primary or secondary power respect in your character's life. 2. You can get the respec at level 10 or level 20 by doing a trial. You can do it once, and never again. 3. You can't change your AT. Why? Because 1) by the time you get to 10 or 20 you know whether or not you hate the powerset you're stuck with. My wife gets to level 8-10 and knows whether she's going to love or hate her character based on how the powers play (can't convince her that things will get better later). Ok so we're always in a leveling pact... all the time, every character pair (this is a husband-wife thing--part of having a wife who loves playing COH with me.). So when she hits level 10... and I've got a character that I'm really getting into, and she hates hers... Well, there we go... we sell off everything mail the INF to ourselves and start over. A little frustrating sometimes--but happy wife, happy life... If she could just change that one powerset, and it's usually the primary or the secondary and not both or the AT... well things would be a lot easier for both of us. So I've had to restart umpteen characters because of this. 2) By 10 to 20 nobody's had a chance to level to the 'Good' bits of their character development, avoid the hard stuff, and exploit the system. 3) There's still plenty of time to learn your new powerset before you hit 50 so you don't act like a newb with it on a TF. I read all the previous posts so you can save any comments intended for my edification on why it's not going to happen. |
Seriously, just re-roll at level 10 or 20. It will take about as long to get up to level 10 running missions or sewers, even if level-pacted, as it would to run any meaningful type of trial.
Altoholic - but a Blaster at Heart!
Originally Posted by SpyralPegacyon
"You gave us a world where we could fly. I can't thank you enough for that."
- Trial Respecs - earned, up to 3 possible
- Veteran Respecs - earned, up to 5 possible (at 69 months)
- Patron Respecs - earned, 1 possible (Villain only)
- Soldiers of Arachnos Respec - earned, 1 possible (Villain only)
- Free Respec - free (A character can only have 1 at a time and they do not stack)
- Respec Recipes - free (These cannot be crafted if the character already has a free respec available)
- Holiday Respec - free (These cannot be purchased at the Candy Keeper if the character already has a free respec available)
Only after they have exhausted all of those options would they have to spend money on a Purchased Respec.Are you saying that buying character slots is more expensive than Purchased Respecs? If so let's look at those prices.
A purchased respec costs $9.99 each
A characeter slot costs $5.99 each, $9.99 for 2, and $19.99 for 5.
Doesn't look like rolling up a new alt is more expensive to me.
Hmm. How bout this. Players can buy 24 extra slots per server. So that would cost them $99.95 for 24 slots and it would leave them with 1 slot extra they can add to another server.
24 respecs would cost $239.76
Nope no matter how you do the math rolling up a new alt is cheaper than buying a respec. I guess your argument that they'd "lose money" by allowing this is full of crap.
The truth is that the devs aren't concerned about losing money. They haven't allowed this because they don't want respecs to work that way.