What would you change for CoH2?
Slight necro, sorry.
Most choices would be either equitable or qualitatively obviously explained. If you deliberately choose to take little or no offensive options and load up on defensive ones, you would be a more defensive and less offensive character. You may kill a lot slower, which would affect your performance relative to more balanced characters. But it would be a blatantly obvious decision on the player's part.
Similarly, if there was an ability that increased your frontloaded damage but did little for sustained damage, and another ability that increased your sustained damage by a lot but didn't frontload that damage, those abilities would say, specifically, that they did those two things. This one increases your immediate damage by a lot, but averages out to a low overall damage. Your kill speed only goes up a little, but you kill more stuff faster at the start of combat. The other increases kill speed a lot over time and you will kill more stuff faster, but you won't kill very many things up front so you will have to deal with more punishment at the start of a fight. You get to choose, but the choice is presented in an obvious manner. What's better: increased kill speed or increased frontloaded kills? Depends on what you want, not on what's "intrinsically better." |
The "Arcana" of the game I would design would have their work cut out for them, because I can theoretically make a game design that is arbitrarily difficult to min/max, even for me |
the math has to be impervious to the intelligent |
Considering the above 2 statements, how would a powers designer decide what was "equitable"? What does equitable mean in your design? If the "Arcana" of your game would be stymied by the math required to figure if one power is "better" than another, how is a powers designer supposed to set the numerical effects levels without resorting to the "iterative design" model for which you've taken our current devs to task?
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The more interesting second answer is how would those rules themselves be crafted. And the short answer is that they would be designed around mechanical bottlenecks that guaranteed certain aspects of performance were constrained to reasonably narrow ranges, while other aspects of performance were allowed to range wildly. The power design rules would ensure that the game's explicit bottlenecks were honored, while allowing higher latitude to the designers to implement effects unrelated to them.
Important to note that this game was intended to have lots of bottlenecks: endurance, recharge, etc. However, due to the way the designers implemented the powers and enhancement system, it only really has one: cast time. That's why so much of the fundamental balancing design rules in this game fail. They factor in bottlenecks that aren't actually enforced, while ignoring completely the one bottleneck that cannot be manipulated by the players.
There's another thought I've had for some time now, and that is that another way to ensure that power choices are less quantitative and more qualitative is to simply decouple combat from rewards. Or to put it more simply, design your reward system so it rewards accomplishments more and kills less. Its almost MMO heresy to suggest that the majority of your rewards come from anything other than killing things, but it was also MMO heresy to make a game that is mostly instanced. If we are spending most of our time running instanced missions as opposed to street sweeping, our time is mostly spent running highly controlled mission environments with a much higher diversity of possible objectives. As far back as CoV beta I questioned why it was that a stalker stealthing to the end of a mission and clicking on the blinkie at the end was considered an exploit. Isn't that what stalkers do? Perhaps the reward was too high for that specific behavior, but why is it essentially *disallowed* in this game? Because it seems to be an obvious rule that if you don't have to kill anything, you're somehow cheating, because this game is balanced on the premise that your performance should be related to the speed at which you kill things.
But if rewards came from a much more diverse set of objectives by design and intent not only would that make for a more interesting game in my opinion, it would lessen the advantage of quantifying the precise offense and defense of every power. When all is said and done, all of those calculations would have to somehow be compared to the potentially large qualitative but difficult to quantify benefits of stealth, fast movement, object manipulating powers, alternate damage types, etc. That would be like figuring out the optimal way to slot Combat Jumping without knowing how to determine the relative strengths of Dark Armor and Invulnerability.
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What started as an interesting thread, has turned into something more along the lines of a Math conference.
"Samual_Tow - Be disappointed all you want, people. You just don't appreciate the miracles that are taking place here."
There's another thought I've had for some time now, and that is that another way to ensure that power choices are less quantitative and more qualitative is to simply decouple combat from rewards. Or to put it more simply, design your reward system so it rewards accomplishments more and kills less. Its almost MMO heresy to suggest that the majority of your rewards come from anything other than killing things, but it was also MMO heresy to make a game that is mostly instanced. If we are spending most of our time running instanced missions as opposed to street sweeping, our time is mostly spent running highly controlled mission environments with a much higher diversity of possible objectives. As far back as CoV beta I questioned why it was that a stalker stealthing to the end of a mission and clicking on the blinkie at the end was considered an exploit. Isn't that what stalkers do? Perhaps the reward was too high for that specific behavior, but why is it essentially *disallowed* in this game? Because it seems to be an obvious rule that if you don't have to kill anything, you're somehow cheating, because this game is balanced on the premise that your performance should be related to the speed at which you kill things.
But if rewards came from a much more diverse set of objectives by design and intent not only would that make for a more interesting game in my opinion, it would lessen the advantage of quantifying the precise offense and defense of every power. When all is said and done, all of those calculations would have to somehow be compared to the potentially large qualitative but difficult to quantify benefits of stealth, fast movement, object manipulating powers, alternate damage types, etc. That would be like figuring out the optimal way to slot Combat Jumping without knowing how to determine the relative strengths of Dark Armor and Invulnerability. |
Instead, you have a base amount of XP for the mission, and each player in the group gets that XP at mission complete as long as they participated. There are modifiers: If someone dies a bunch, they lose XP. If people exit the instance and re-enter, that gets a hit to XP.
If the group hits certain bonus criteria, like killing most, almost all, or all enemies, they get bonus XP. If they hit certain optional objectives, bonus XP. There's even a bonus for killing almost nobody or actually killing nobody. This is possible in some of their missions with the right use of character abilities/spells.
They also lean VERY heavily on semi-randomized optional objectives. Things that aren't always there (but obviously are pre-set for the mission itself).
Personally, I've felt that that game had some of the best mission design from a gameplay standpoint in the industry. Those kinds of missions in a CoX style setting with CoX style character abilities and Paragon's writing (as per the Praetoria zones) would be AMAZING to me.
Personally, I've felt that that game had some of the best mission design from a gameplay standpoint in the industry. Those kinds of missions in a CoX style setting with CoX style character abilities and Paragon's writing (as per the Praetoria zones) would be AMAZING to me.
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Not that it can't work, but it does have inherent dangers that need to be addressed.
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I've not read every thread here but I've seen some good ideas
for my CoH2 I'd do the following:
Freeform characters: Pick whatever power you like, so you can have a blaster with an axe and holds and really mix and match. Get so many points to spend on powers and a range of differernt powers for a given number of points.
Fewer powers (Far too many in this game now) but many different options for them such as look and feel and animations and colour and an ability to improve powers as you increase in power.
Updated character models (that kind of goes without saying that any game releasing will have the best models for its game at release) but the existing CoH models are very dated now
A "Personal Difficulty Slider" that you can set which affects your difficulty, regardless of whether you're on a team or solo - and one that rewards you for pushing the boundaries.
Better stories with far less reliance on alternate dimensional codswallop! One SINGLE universe is plenty for a good story teller.
Much better social interaction - and an ability to actually sit down without looking like a zombie on amphetamines.
Destructible environments
A story that moves froward and affects the entire game world in a meaningful way
Thelonious Monk
There's a lot about CoX that I feel they did right, and (with the philosophy of "If it aint broke, don't fix it!") should be incorporated into a CoH2. Things like Archetypes, Power Sets, Power enhancements (instead of equipment) and traditional leveling.
But what I would like to change is how powers and enhancement slots are gained when leveling.
See, first, I'd have powers sets turned into trees, rather than route progression in CoX.
Then, instead of just choosing a power, or getting enhancement slots, characters are awarded "Ability Points" (or some other kind of name,) which they can spend on buying new powers (Along one of the branching paths in their power sets,) or purchase enhancement slots for their powers.
Ideally, this would allow two characters with the same Archetype, and the same power sets, to still be very different from one another. More options is good!
There are plenty of details I'd like to see (all powers having multiple animations, character's choosing a Tertiary power set at character creation, rather than just a Primary and Secondary, the inclusion of power sets that CoX just doesn't have, and isn't likely to get - like Staffs, Pole Arms, and water-based powers, etc...) but this alternative to the current design of leveling, would make for a much more in-depth and personalized method of character development, without being TOO complex.
(Of course, balancing the power set trees would be a tricky prospect...)
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There's a lot about CoX that I feel they did right, and (with the philosophy of "If it aint broke, don't fix it!") should be incorporated into a CoH2. Things like Archetypes, Power Sets, Power enhancements (instead of equipment) and traditional leveling.
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Sure, put guidelines for casual/new players to follow so they have a viable character, but don't dictate to me that my swordsman can't carry a pair of guns or that my flying strong man isn't allowed to throw a fire ball if he wants or that a martial artist can't be psychic.
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Sorry. I can't get behind Archetypes as they're currently implemented. They're far too limited and restrictive. Too many comic characters don't fit into the ones we have and rather than try and make up a dozen more ATs to properly accommodate those kinds of characters, I think the AT concept should be ditched.
Sure, put guidelines for casual/new players to follow so they have a viable character, but don't dictate to me that my swordsman can't carry a pair of guns or that my flying strong man isn't allowed to throw a fire ball if he wants or that a martial artist can't be psychic. . |
Now, I do believe the AT system can be reworked, and made to accommodate concepts for characters that don't fit in to the CoX system - like your Swords & Guns above. (We can already have a fireball-throwing Flying Strongman in CoX. And I am not sure what you want for a psychic martial artist.) But tossing ATs aside entirely?
No.
-This Space Intentionally Left Blank.-
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There's a lot about CoX that I feel they did right, and (with the philosophy of "If it aint broke, don't fix it!") should be incorporated into a CoH2. Things like Archetypes, Power Sets, Power enhancements (instead of equipment) and traditional leveling.
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The third superhero MMO proves it can get even worse than that.
The way I would do it is the way CO *almost* did it, and then for some reason they either changed their minds or never intended to do it that way and it was all a huge miscommunication. I would steal the concept of frameworks from the HERO system. Thematic synergy would be awarded, but scattered power collections could still be made for the most part. The important thing is you could not have everything. When you can have everything, you're basically self-nerfing yourself hard not taking everything. That's why CO originally had a huge problem with melee-focused characters: melee characters were just ranged characters without range: a self nerf with no commensurate benefit. Here, being melee is meaningful. There, unless Superman has heat vision on auto he's an idiot.
So in other words, if you wanted to be physically resistant to damage and have physically strong melee attacks there would be a framework for that, and those correlated abilities would cost less as a package deal. On the other hand, if you want to be resistant to physical damage but deal ranged lightning attacks, that would cost more ala carte. *What* you specifically correlate is the tricky question. CoH essentially correlates personal defense and melee offense: to get range you have to give up personal defense, or give up damage magnitude and trade personal defense for support powers, that sort of thing. A framework system would have to make more intricate tradeoffs.
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Sorry. I can't get behind Archetypes as they're currently implemented. They're far too limited and restrictive. Too many comic characters don't fit into the ones we have and rather than try and make up a dozen more ATs to properly accommodate those kinds of characters, I think the AT concept should be ditched.
Sure, put guidelines for casual/new players to follow so they have a viable character, but don't dictate to me that my swordsman can't carry a pair of guns or that my flying strong man isn't allowed to throw a fire ball if he wants or that a martial artist can't be psychic. . |
You shouldn't be able to make Superman in a game because then you win. And if you don't win, there'd have to be some stupid tired excuse that explains why your invulnerability didn't make you immune to everything thrown at you or why your fist didn't liquify anything coming into contact with it.
How does Superman possibly work in comics but is seemingly impossible in a game? Well, he always uses kid gloves. Are we expecting players to keep kid gloves on 90% of the time to police their own power levels? If you think so, you're very naive
The way I would do it is the way CO *almost* did it, and then for some reason they either changed their minds or never intended to do it that way and it was all a huge miscommunication. I would steal the concept of frameworks from the HERO system. Thematic synergy would be awarded, but scattered power collections could still be made for the most part. The important thing is you could not have everything. When you can have everything, you're basically self-nerfing yourself hard not taking everything. That's why CO originally had a huge problem with melee-focused characters: melee characters were just ranged characters without range: a self nerf with no commensurate benefit. Here, being melee is meaningful. There, unless Superman has heat vision on auto he's an idiot.
So in other words, if you wanted to be physically resistant to damage and have physically strong melee attacks there would be a framework for that, and those correlated abilities would cost less as a package deal. On the other hand, if you want to be resistant to physical damage but deal ranged lightning attacks, that would cost more ala carte. *What* you specifically correlate is the tricky question. CoH essentially correlates personal defense and melee offense: to get range you have to give up personal defense, or give up damage magnitude and trade personal defense for support powers, that sort of thing. A framework system would have to make more intricate tradeoffs. |
This would encourage tightly themed specific role combinations, without ruling out themed combinations that violate role expectations, or unthemed combinations that are not a strictly consistent theme. On the outside edge, this still ALLOWS someone to go outside of both ... at notable cost.
The tricky part is giving incentives to balance the options of more powers of your tightly themed powers (perhaps different effects that are each very effective in different situations) versus different attack types (different elements/whatever that would do more damage against certain enemy types).
Different kinds of versatility. Applying Your Thing to more potential situations, or being able to do Different Things in different potential situations (but not as many Different Things as a tightly themed character... but fewer situations that would put you in a 'oh crap how do i hurt the guy that's resistant to my One Thing?' bind.)
This is possibly not entirely coherent. I blame the somnolent powers of the cat.
So in other words, if you wanted to be physically resistant to damage and have physically strong melee attacks there would be a framework for that, and those correlated abilities would cost less as a package deal. On the other hand, if you want to be resistant to physical damage but deal ranged lightning attacks, that would cost more ala carte. *What* you specifically correlate is the tricky question. CoH essentially correlates personal defense and melee offense: to get range you have to give up personal defense, or give up damage magnitude and trade personal defense for support powers, that sort of thing. A framework system would have to make more intricate tradeoffs.
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Or Batman, who has Willpower, Martial Arts, ranged attacks, holds, team buffs, etc.
Iron Man 'does everything too'. And Thor.
The fact of the matter is, pretty much every super hero has at least one melee attack, one ranged attack ability, something that keeps them in the fight (be it dodging, force of will or invulnerability), some way they buff or shield their teammates (leadership, power ring bubble, encouragement) and some way of subduing enemies (web, bear hug, block of ice).
Yes, most super heroes DO do everything. Granted, that's not the same as doing everything exceptionally well. Deadpool, while his melee abilities are top tier, probably isn't that great a long range shot and he relies on his self rez quite a bit.
But that's much different than what we have currently, which is that Deadpool is absolutely not allowed to carry guns period, and if he was it would only be after level 41. And no way is he allowed to have swords and ever roundhouse kick someone.
To me, comics don't resound with what classes and ATs are usually about, which is "I really only do two things and only one of them well". Heck, it doesn't really work in the context of a lot of genres.
"Durr! I'm a knight and couldn't possibly work dat dere crossbow!"
Instead of
"Well, I'm trained in crossbow and can use it if I put the shield down for a second, but the armor makes it slower to reload".
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There's another thought I've had for some time now, and that is that another way to ensure that power choices are less quantitative and more qualitative is to simply decouple combat from rewards. Or to put it more simply, design your reward system so it rewards accomplishments more and kills less. Its almost MMO heresy to suggest that the majority of your rewards come from anything other than killing things, but it was also MMO heresy to make a game that is mostly instanced. If we are spending most of our time running instanced missions as opposed to street sweeping, our time is mostly spent running highly controlled mission environments with a much higher diversity of possible objectives. As far back as CoV beta I questioned why it was that a stalker stealthing to the end of a mission and clicking on the blinkie at the end was considered an exploit. Isn't that what stalkers do? Perhaps the reward was too high for that specific behavior, but why is it essentially *disallowed* in this game? Because it seems to be an obvious rule that if you don't have to kill anything, you're somehow cheating, because this game is balanced on the premise that your performance should be related to the speed at which you kill things.
But if rewards came from a much more diverse set of objectives by design and intent not only would that make for a more interesting game in my opinion, it would lessen the advantage of quantifying the precise offense and defense of every power. When all is said and done, all of those calculations would have to somehow be compared to the potentially large qualitative but difficult to quantify benefits of stealth, fast movement, object manipulating powers, alternate damage types, etc. That would be like figuring out the optimal way to slot Combat Jumping without knowing how to determine the relative strengths of Dark Armor and Invulnerability. |
What of Deadpool, who is physically resilient by way of Regeneration and has both ranged and melee attacks in Dual Blades, Pistols AND Martial arts?
Or Batman, who has Willpower, Martial Arts, ranged attacks, holds, team buffs, etc. Iron Man 'does everything too'. And Thor. |
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I would like to see missions with morality choices, at least in the beginning of the game. Have all "Heroes" and "Villians" nuetral in the begining. Then their actions define them as a hero or a villian in the end game.
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I would like to see missions with morality choices, at least in the beginning of the game. Have all "Heroes" and "Villians" nuetral in the begining. Then their actions define them as a hero or a villian in the end game.
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What could be done, using the current system as a base, is that you select the type you want to play: Hero, Vigilante, Rogue, Villain. More options could be added, or possibly those mentioned subdivided; for examples, Villain might give you two options: independent or joining Arachnos, Hero could divided into Freedom Phalanx, Vanguard, independent. Those selections determine your first contact instead of the Origins doing so now.
Try: "How do you currently choose between Fiery Melee and Dark Melee?"