End of Cottage Rule? Please?


Aett_Thorn

 

Posted

Quote:
Originally Posted by DarkCurrent View Post
Seriously, is there anyone out there that prefers making a target intangible to hard controlling it for the same duration?
I'm not going to say I prefer it, but this is how I kinda look at it.

Most holds are Mag 3, and can instantly hold minions and lieutenants. One application w/o a fortuitous overpower will not hold a boss.

An intangible power WILL hold bosses, on one application. So it's like a superhold. But we can't have a superhold which is just increased mag over a regular hold, because it would overshadow the regular hold. So there's a tradeoff -- for the certainty (outside of tohit checks) of locking down a boss, you trade the ability to hurt the foe.

I think that's actually pretty reasonable. No, it's not really the most useful thing under most circumstances, including most of team play. I personally find it really handy when my Elec/Sonic encounters two bosses at once. Does that happen often? No, not really. But when it does I'm glad it's available and works as it does.


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Posted

Dev should create double sets for each AT. Between the players and the Devs there must be enough input that the Devs can agree on some ideas. This way the "Cottage Rule" remains in play and it give more choices for newer and older players from power sets.

Example some have asked for Trip mine to be a grenade. Have another power that the player can pick which is an alternate to Trip mine which would be grenade effect. This option would quell much of the complaints as it would make players feel that the Devs came across with something. Granted it is obvious that some will say I didn't want "THIS" I wanted "THIS".

I could imagine that this would allow players to expand their builds and allow for a bit more uniqueness even among the same power sets.

But either way I believe we will see some interesting things once F2P comes around with a bunch of micro transactions being available.


1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives

 

Posted

Quote:
Originally Posted by DarkCurrent View Post
That said, powers like Dim Shift, Black Hole, sonic cage, and detention field could (and should) be replaced by new powers that have the same intent (AoE or ST control) and nobody would get upset. If the intent of those powers is to take a target or targets out of a fight so they cannot fight back, then any sort of control that does the same without making the target intangible would be an adequate (and superior) replacement. For instance, if sonic and FF had a hold instead of the cage nobody would complain. If Dim Shift and BH were replaced with a long duration knockdown (for example), nobody would be upset.

Seriously, is there anyone out there that prefers making a target intangible to hard controlling it for the same duration?
There are things with hold protection but not intangible protection.


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Originally Posted by plainguy View Post
Dev should create double sets for each AT. Between the players and the Devs there must be enough input that the Devs can agree on some ideas. This way the "Cottage Rule" remains in play and it give more choices for newer and older players from power sets.
You'd be stealing time away from making new powersets. Assembling a powerset is not just a matter of pulling powers from different places together into a list of nine. Even if you completely eliminate the time it takes to construct the individual powers and animations, you're left with significant design, balance and testing reviews of the sets which would significantly reduce the number of new powersets we'd get over time. Not just player powersets, but also critter powersets which is tantamount to saying we'd get less new critter types as well.

Once you open the floodgates to making optional powers in existing powersets, you'd probably be losing a lot of new powersets and new critters goodbye or at least delaying them by a lot. Its trivially easy to do in the sense that the work is very straight forward. But you'd be kissing lots of other stuff goodbye when you did it.


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Posted

Quote:
Originally Posted by Arcanaville View Post
You'd be stealing time away from making new powersets. Assembling a powerset is not just a matter of pulling powers from different places together into a list of nine. Even if you completely eliminate the time it takes to construct the individual powers and animations, you're left with significant design, balance and testing reviews of the sets which would significantly reduce the number of new powersets we'd get over time. Not just player powersets, but also critter powersets which is tantamount to saying we'd get less new critter types as well.

Once you open the floodgates to making optional powers in existing powersets, you'd probably be losing a lot of new powersets and new critters goodbye or at least delaying them by a lot. Its trivially easy to do in the sense that the work is very straight forward. But you'd be kissing lots of other stuff goodbye when you did it.
I would say I'm not suggesting every AT all at once. But I would be willing to concede to seeing 1 AT updated every so many "X" times per year so as not to kill the Devs new critter creation time. Further wouldn't they be creating new powersets in the a sense ?

To be honest I really do feel that we will be seeing something like this coming out with the store. I think that the new animation thread was there to give them ideas for packs they can sell. EG new sword pack, Mace Pack, Weapons Pack.

I would be willing to pay in the line of a micro transaction for the ability to buy alternate powers for certain powers within a set. Again using Trip mine hand grenade concept. I would pay money to buy a small set of alt powers just flesh out my toon a bit differently from other AR Device toons. Again I'm not looking for an advantage just a different power. I would take less damage for quicker recharge or whatever they figure the math would be.

Further I am not saying every power in a set. I think it would be great if they just picked one power from each set. I'm pretty sure they compiled enough data between AT used and powers picked from ATs which powers are weak or used for mules or not picked at all from a set. Add in player complaints or at least the valid ones and I think you would have a decent number of powers, again at least one from each set that you could provide an alternate power for.


1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives

 

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Originally Posted by Alef_infinity View Post
I personally prefer to use "they" because I don't like using "he" as both the masculine specific and the generic pronoun.
She / He / It ... combine to get how I refer to most people


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Originally Posted by Not_Rhino View Post
Or you can just use the grammatically correct "he or she," which is what I do when writing papers.

Admittedly, in real life speech, I do tend to say "they," though it isn't technically correct.
Real life speech, what people really use in general, is what determines what is correct. There is no standards body for the language.

Using singular they may be less PRECISE, and in academic papers, precision is important, but that doesn't make it incorrect.


Quote:
Originally Posted by Arcanaville View Post
Softcapping an Invuln is fantastic. Softcapping a Willpower is amazing. Softcapping SR is kissing your sister.

 

Posted

Quote:
Originally Posted by plainguy View Post
I would say I'm not suggesting every AT all at once. But I would be willing to concede to seeing 1 AT updated every so many "X" times per year so as not to kill the Devs new critter creation time. Further wouldn't they be creating new powersets in the a sense ?
In one sense yes, but in the more important sense that most players would see that as a tweak to old sets rather than a genuinely new powerset, no.


Quote:
To be honest I really do feel that we will be seeing something like this coming out with the store. I think that the new animation thread was there to give them ideas for packs they can sell. EG new sword pack, Mace Pack, Weapons Pack.
Cosmetic changes don't require significant powers team time.


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Posted

Quote:
Originally Posted by Arcanaville View Post
You'd be stealing time away from making new powersets. Assembling a powerset is not just a matter of pulling powers from different places together into a list of nine. Even if you completely eliminate the time it takes to construct the individual powers and animations, you're left with significant design, balance and testing reviews of the sets which would significantly reduce the number of new powersets we'd get over time. Not just player powersets, but also critter powersets which is tantamount to saying we'd get less new critter types as well.

Once you open the floodgates to making optional powers in existing powersets, you'd probably be losing a lot of new powersets and new critters goodbye or at least delaying them by a lot. Its trivially easy to do in the sense that the work is very straight forward. But you'd be kissing lots of other stuff goodbye when you did it.

Ignoring the facts that the repaired powersets would be new powersets, and the time to make the changes could actually be considerably less than the 1/9th first glance. They don't need entirely new animations or mechanics like titan weapons after all and can borrow from existing powers. By example the game has a grenade throw animation that can be ported directly into devices. There is the simple concept of fixing what is broken, instead of trying to push something new.

If you just want to convey that we won't be likely to get major fixes to existing powersets in the future you are likely right. I would hazard it's more from the fact, that new powersets can be sold, while maintenance would expected to be included in the sub.


 

Posted

Quote:
Originally Posted by DarkCurrent View Post
Seriously, is there anyone out there that prefers making a target intangible to hard controlling it for the same duration?
Show me a hard control that works on a +4 AV with one application, and I might agree with you.. Otherwise, nope.


 

Posted

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Originally Posted by Another_Fan View Post
Ignoring the facts that the repaired powersets would be new powersets, and the time to make the changes could actually be considerably less than the 1/9th first glance. They don't need entirely new animations or mechanics like titan weapons after all and can borrow from existing powers. By example the game has a grenade throw animation that can be ported directly into devices. There is the simple concept of fixing what is broken, instead of trying to push something new.

If you just want to convey that we won't be likely to get major fixes to existing powersets in the future you are likely right. I would hazard it's more from the fact, that new powersets can be sold, while maintenance would expected to be included in the sub.
I was just conveying the fact that I actually know what's involved in either creating or altering the design of a powerset, so I can say with certainty that non-cosmetic changes to powersets are usually more expensive in resources than players tend to guess.


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Quote:
Originally Posted by Arcanaville View Post
I was just conveying the fact that I actually know what's involved in either creating or altering the design of a powerset, so I can say with certainty that non-cosmetic changes to powersets are usually more expensive in resources than players tend to guess.

Historically the margin for error seems immense.


 

Posted

Quote:
Originally Posted by DarkCurrent View Post
Replacing Dim Shift with another AoE control would NOT violate any sort of cottage rule
Last I checked, the devs felt that changing foe intangibles would negatively affect the segment of the player population that leverages those effects specifically because those effects are unique and less well defended as opposed to other mezzes. The very fact that they are situational and unique makes the devs loathe to arbitrarily tamper with them because the players that like them would then have nowhere to go: they would be eliminating essentially an entire unique effect in the game. So they are reserving the right to take another look at those when they have the time to spend a lot of time thinking about the ramifications of altering them.

Whether that is an example of the cottage rule in effect or not is mostly a matter of semantics.


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Just to say:

People might hate Black Hole and call it useless. I say there are plenty of times when I need to call a time out on an entire enemy wave to let my teammates take a breather. Endgame it might not be so useful, but right now it's already proven it's uses. The same applies to cage powers, Detention Field allows me to put anything in stasis while I deal with other targets. I'd rather keep an EB caged while I clean up the chaff, rather than deal with everything at once.


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Originally Posted by Another_Fan View Post
Historically the margin for error seems immense.
Historically speaking my time estimates have never to my knowledge been materially wrong. Even when I've publicly disagreed with the red names my record is still intact on that one. So I'm going to go with that for now.


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Originally Posted by Arcanaville View Post
Historically speaking my time estimates have never to my knowledge been materially wrong. Even when I've publicly disagreed with the red names my record is still intact on that one. So I'm going to go with that for now.

I was talking about the margins in design or change of powers. I am completely unfamiliar with your record on estimating development time. Unless you are acting as a project manager for Paragon studios, it really doesn't matter to me, except as possibly a proposition bet question