The SSOOC System.


Arcanaville

 

Posted

To me, the reason this system was scrapped was the "out of combat" bit. Twist it how you may, City of Heroes is a combat game, a fighter if you will. Activities exist that aren't combat, yes, but they are either directly derived from the results of combat or (often AND) feed into combat anyway. Giving people things to do out of combat in a game that really wasn't built for it and supports shockingly few ways to interact with the environment aside from combat is a losing prospect in general.

That doesn't mean the system can't work, so much as I can see why they gave up on it. Either you have to massively revamp the game in order for it to include a myriad of non-combat activities where these non-combat skill can come into play, or it would end up, as it did, quite very boring. It's a lot like conversations when those came into being, in the sense that they're just buffers between clicking an NPC and receiving the next leg of the mission with pretty inconsequential differences between the different choices. Now, being inconsequential has allowed conversations to "stretch their legs" and do a very good cosmetic job, but an actual game system can't afford to do this.

For instance, in order for detective work to have a point, you'd need a game which accounted for forensic examinations, witness interviews, crime scene investigations and collaboration with law enforcement agencies and possibly street contacts. Say, like what you'd see in one of the zillion 3D CSI games. And that wouldn't be a bad game, nor indeed a bad game within a super hero MMO, but our game just isn't set up for this. All this would end up doing is add extra hoops to jump through just to get a mission so you can go punch people in the face anyway.

In a sense, the Inventions system is an admission of the above. It's a system that draws on combat for resources and produces items for combat as its output, with the amount of "gameplay" involved within the system itself restricted down to resource management. You don't need to have a particular skill, you don't need to perform a particular action or know a particular item of information. All you need is the right pieces and a workbench to slap them together on. It's a right fit for a game as simple as City of Heroes is, but I fear that's about as complex as a game system can be here, before it starts feeling like a cumbersome gate as opposed to an extension of gameplay.

There's always the possibility that new content moving forward will be made vastly more interactive to account for an actual out-of-combat skills system. However, the development team has been VERY bad about going back and fixing old stuff, and considering "old stuff" is the bulk of what we play, a new system just for the four or so story arcs in a new Issue would be hard to justify.


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Originally Posted by Arcanaville View Post
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Posted

You make a valid point, Sam. Several, actually.

I agree, this game is combat-oriented. The few times where we do get some noncombat interaction mostly amount to "Hey, hit this guy!" "Okay!", and the Devs are, like you said, a bit notorious for not revisiting old stuff. I wouldn't be surprised if they eventually had to devote an issue entirely to it, it might get so bad! (Hmm...Issue 40: Elbow Grease!)

All that said, we do have some minimal noncombat interaction, like conversation, and it'd be nice to expand upon that. It's just kind of sad that they were never able to work this in all those years ago, because I would've really liked to play it.


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Posted

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Originally Posted by Kirsten View Post
All that said, we do have some minimal noncombat interaction, like conversation, and it'd be nice to expand upon that. It's just kind of sad that they were never able to work this in all those years ago, because I would've really liked to play it.
I think the problem here is sort of like a reverse uncanny valley. More interactivity is almost always good, but there's a "valley" where interactivity becomes too much, yet the game itself is not designed to be very interactive, so it comes off less like a feature and more like a bother. Conversations, for instance, are very cool for breaking up the monotony of endless fighting, but Graves and Twinshot showed us that when EVERY enemy you defeat drops down and wants to speak with you, it can start feeling like a bother.

Right now, the "easy" way to go about a detective type skill is to mash the Tip and Inventions systems together. Certain detective skills would give you a higher chance to get "clues" from enemy defeats, other skills would let you get better "running theories" from police station computers and other skills yet would let you put all of those together to "craft" a mission, then go do it. It would be easy, but at the end of the day, it would also be a lot of bother just to essentially gate a single mission that, if tips are anything to go by, won't really be all that spectacular anyway.

The thing with interactivity is that people want it because they expect to be able to do things. However, when you turn interactivity into a gate, it becomes an annoyance. Consider contacts and their cell phones. It used to be that contacts would be hesitant to give their phones away to every costumed weirdo who dropped by, forcing people to walk to them and interact directly. That's more interactive, since it gives the contact a stronger sense of physical location, but people just felt it was a needless bother and asked to be able to skip straight for the cell phone.

For City of Heroes to do out-of-combat skills right, it would need to have an actual out-of-combat GAME, not just non-interactive downtime. I remember a rather abstract RPG where one player bragged to another for having won a verbal debate with an NPC in the game. On the outside, this seems like a silly thing to be impressed about, only the game makes it impressive by essentially using the same mechanics as it does for combat to depict verbal duels. You can use arguments like attacks, counter-arguments like defence and so forth. In other words, conversations were no longer just conversations, they were an actual game where actual character abilities came into play.

Right now in City of Heroes, combat is a game but NPC conversations and environment interactions are not. In order for non-combat skills to work, both environment interactions and NPC conversations need to be turned into games first.

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Let me go off the deep end for a moment. Imagine that in addition to my combat powersets, I were able to pick a "non-combat" one. Say I picked Verbal Prowess, a skill set meant to talk people into a corner and get them to do what you want just by sheer force of personality. It might consist of skills like:

Interrupt: While your enemy is using his "debate" autoattack, you can interrupt him and render him unable to argue for the next 10 seconds.

Browbeat: By pressing your adversary, you are able to shake his resolve and thus reduce the effectiveness of his counter-arguments.

Mock: By ridiculing your opponent, you cause his arguments to become more outlandish and harder to substantiate, thus making them less accurate.

Stubborn: When challenged, you just dig your heels and stand by your argument, thus reinforcing it and returning some of its "hit points."

Accuse: By questioning your enemy's motivations, you are able to redirect his efforts into justifying his existing arguments, reducing his offensive argumentative strength.

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I'm obviously pulling those straight out of my ***, but consider how an argument like this could work. It wouldn't even need voices since you don't know what the characters are saying. It's all abstractions. You can even have an argument between a single player and a whole group of enemies, where powers like "Shout" or "Soapbox" or "Shaming the Crowd" might come into play. All of a sudden, you can have a whole mission comprised of nothing but talking, and yet you'd still have what is ostensibly a GAME, and an RPG at that. You'd still have hit points by another name, attack strength, accuracy, defences and so forth. You could even have status effects like confusion, disorientation and so forth, and you can still mask it as an argument.

THAT is what I mean when I say it would need to be a game. And guess what - in a mission like that, this big hulking super-warrior your friend made who can rip tanks apart with his bare hands and is about as dense as rock? Totally useless, because he'd get browbeaten in a millisecond. Now just imagine how the TPN Trial would work with this mechanic. All of a sudden, you don't need these super soldiers, and you can benefit greatly from someone who can talk to the crowd and swing them around. Crowd stoning you? Have someone "Shame the Crowd" and then talk them down one by one while the rest of your team goes about punching psychics in the face.

This isn't impossible to do, and it would actually be kind of fun. But I have to think it is A LOT of work.


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Originally Posted by Arcanaville View Post
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Posted

I agree, a non-combat basead skill system wouldn't work within the current design of CoH because if there were such a thing, each mission would need to be re-written to include all of the different ways it could be completed.

It would be an undertaking of enormous magnitude, one that I doubt the studio would have the resources available to achieve in a reasonable time. Not only that, but at this stage in the life of the game, rewiring how they game could be played to such an extent probably isn't feasable.

But that's not to say that creating an MMO with such possibilities is impossible. I don't agree with Goat that every player seeks efficiency in reward. If that were true, then you would only encounter players with a very small varience in AT/primary/secondary choice as players would gravitate towards those combinations that are most efficient at gaining reward. Not everyone is a farmer.


 

Posted

I wouldn't mind seeing a variation on a theme on this one, actually. I know a number of players who want to be the detective/espionage sort of character (my own included) and often feel frustrated that the game doesn't have a few more mechanics that support that sort of play, even though I acknowledge that first and foremost this is a combat game.

Now, admittedly I'm coming from a recently biased place, but Rocksteady's stunningly brilliant Arkham City brought a lot to the table in the sense of providing the player with not only one of the most elegant yet simple to learn combat systems I've ever seen in any game, but also encouraged thought and creativity when it came to said combat, along with detection and problem solving. Thugs with guns? Fight them this way. Thugs with shields? Fight them this way. But never once did I feel I was just solving problems with my fists.

A system where instead of 'beating up 15 Hellions to get information' could have a single Hellion in a group of Hellions that you need to get past for that information. Watching for a group of Warriors in a particular part of Talos Island could be aided with the right skill bonuses. The thing is, a system whereby those 'non-combat' abilities wouldn't be hard to implement and would give a player a feeling of having a more direct impact upon the story. The strength of Arkham City was that even though the story was linear, the methods of getting through it weren't.

I'd argue what's coming up in the Summer Blockbuster events are a good sign of that; note that the Casino Heist features almost totally non-combat abilities working in tandem.

DEVS. MORE OF THIS, PLEASE. If everything I read is true and the gap between console games and computer games are closing, then this has to be close to the time to seriously consider breaking that mold. If the Summer Blockbuster proves popular (and I think it will), then looking at the systems behind them, which at least in the Casino Heist portion of the event, could be a long-term investment.



S.


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Posted

Quote:
Originally Posted by Samuel_Tow View Post
THAT is what I mean when I say it would need to be a game. And guess what - in a mission like that, this big hulking super-warrior your friend made who can rip tanks apart with his bare hands and is about as dense as rock? Totally useless, because he'd get browbeaten in a millisecond. Now just imagine how the TPN Trial would work with this mechanic. All of a sudden, you don't need these super soldiers, and you can benefit greatly from someone who can talk to the crowd and swing them around. Crowd stoning you? Have someone "Shame the Crowd" and then talk them down one by one while the rest of your team goes about punching psychics in the face.

This isn't impossible to do, and it would actually be kind of fun. But I have to think it is A LOT of work.
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Originally Posted by Nethergoat View Post
In this particular instance actual game devs actually worked on a system very like the one you describe before chucking it as a bad job.
My suspicions though is that our devs didn't conclude such as system *couldn't* be fun, but rather more critically it would be difficult to make it fun in our game. Particularly at the time it was scrapped. The problem with the skill system as I understood it was that it was an interactivity-based system: it allowed players to interact with the environment in different ways. And that requires generated environment to interact with. And the way our missions are generated, the only missions in which the skill system would be remotely interesting would be the ones that were hand-crafted to leverage them, and that could easily triple the time it took to create them. If most missions only trivially leveraged the skills system, it would have a ton of wasted depth. Imagine the problem people now have with the invention system, or the incarnate system, with lots and lots of redundant salvage, but affecting not just the crafting side of the system but the execution side of the system as well. That's probably what caused the devs to conclude it wouldn't be fun.

When you consider that common invention salvage didn't give the devs pause, and the almost purposeless incarnate salvage variety didn't give the devs significant pause, I believe the fact that the devs back then decided the skills system would probably be too trivialized says something.


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Posted

I'd rather they take the time to finish the systems that have in place, instead of opening up dev work on another new system, which they'll eventually abandon.

There is tremendous amounts of work that needs to be done with pvp, AE, and powers customization that I thnk any sort of SSOOC system shouldn't even be a blip on their radar until 2032.

Just saying.


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Originally Posted by Aura_Familia View Post
There is no previous dev team. It's the same team. When Cryptic sold the paragon team 90% of the devs that worked on COH went with Paragon studios. So the same folks who found it unworkable then are probably still on the Paragon Studios Team.
Actually, there is a previous Dev team to a large extent.

Back Alley Brawler is gone. Castle is gone. pohsyb is gone. Ken Morse is gone. JLove is gone. Hero 1 has moved to the other project. The Dark Watcher has moved to the other project (I think Vince was part of that group but I could be wrong).

Considering that the group that stayed on the game was known as the Freem 15, well, that's a good sized chunk of the Dev team that made up NCSoft NorCal (NCNC) after Cryptic sold their share of the game to NCSoft.

And considering that this was planned for Issue 3, I'm not even sure that BAB or Castle was working there yet. pohsyb did so much bouncing back and forth it's hard to tell if he was part of the CoH team at that time and it might have even pre-dated JLove's tenure there. I think Manticore and Gilgamesh were still on the game then working from Austin and possibly Arctic Sun, although I might have my timing wrong on him.

So yeah, we have a few Devs that were here then (Positron and War Witch, possibly Ghost Falcon, anyone else?) but a large number of the ones that were here when the SSOOCS was being worked on are likely long gone.

In any event, the Devs have stated that they'd prefer to work on implementing new ideas that the current team comes up with rather than digging up discarded ideas that someone that used to work there came up with. That's not to say that an old idea might not be a jumping off point for a new thought process for something else that's similar or uses a similar theme, but it wouldn't likely be exactly the same thing that was proposed before.


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Posted

kinda totally off topic but...

I see it mentioned a lot that War Witch has been a dev since the beginning, but wasn't she actually a admin assistant when she started? When did she become a dev?

I seem to remember her stating somewhere...she started as a secretary/admin assistant and worked her way up to dev...so that makes me wonder: When did she become a dev (like what issue).


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Originally Posted by Paladiamors View Post
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Posted

She was a World Designer when I first saw her name mentioned as a Dev.

I know she was listed in the Credits for the release of the game in the Design block with Jack Emmert, Al Rivera, Sean Fish, Michael Lewis, Matt Miller and others.


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Originally Posted by Texas Justice View Post
Actually, there is a previous Dev team to a large extent.

Back Alley Brawler is gone. Castle is gone. pohsyb is gone. Ken Morse is gone. JLove is gone. Hero 1 has moved to the other project. The Dark Watcher has moved to the other project (I think Vince was part of that group but I could be wrong).

Considering that the group that stayed on the game was known as the Freem 15, well, that's a good sized chunk of the Dev team that made up NCSoft NorCal (NCNC) after Cryptic sold their share of the game to NCSoft.

And considering that this was planned for Issue 3, I'm not even sure that BAB or Castle was working there yet. pohsyb did so much bouncing back and forth it's hard to tell if he was part of the CoH team at that time and it might have even pre-dated JLove's tenure there. I think Manticore and Gilgamesh were still on the game then working from Austin and possibly Arctic Sun, although I might have my timing wrong on him.

So yeah, we have a few Devs that were here then (Positron and War Witch, possibly Ghost Falcon, anyone else?) but a large number of the ones that were here when the SSOOCS was being worked on are likely long gone.
This is the point I ws trying to make. Only, I wouldn't have been able to give quite as many details as that.


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Originally Posted by Kirsten View Post
I think there were even inspirations dealing with them.

They obviously never got used, but people have found icons.
I think they were view-able in the Auction House until that database got cleaned up.


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Originally Posted by Arcanaville View Post
I think the SSOOCS was eventually displaced by the invention system, but I don't think it morphed into the invention system directly.

Not saying I disagree, but there really is no way to tell for sure..


 

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Originally Posted by Madadh View Post
Not saying I disagree, but there really is no way to tell for sure..
Not with absolute certainty, but from what I've heard about the skills system it bears no resemblance to invention system in any early iteration I'm aware of. And Castle once suggested to me that an early draft of the invention system existed long before he was involved with it, long enough for me to believe the design of the invention system may have been contemporary with the skills system.


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