Arcanaville

Arcanaville
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  1. Quote:
    Originally Posted by Captain-Electric View Post
    you can only restate your position so many times in so many different ways
    This statement is only true for a subset of the forum community. Removing the word "only" makes it true for the rest of the forum community.
  2. Quote:
    Originally Posted by Starsman View Post
    Do you want me to scream at you?

    I remember sending you a PM back in the day that you proposed the multiplication I posted above, I mentioned that formula since I figured it may be easier to implement and I still sort of remember your answer: "But then what meaning the numbers in powers will have? If 20% resistance no longer is 20% resistance?"

    Today I think there is no point in simplifying it, this would need a code change and once you dive into it you may as well do it "right".
    True, but its become more clear to me now that almost *none* of the numbers really mean what most players think they mean, and actually thinking they mean something actually misleads players more than it guides them. What does 41% defense mean? The english sentence that best answers that question doesn't even contain the number 41. Percentages in particular are highly problematic.

    Also, my original equations above aren't actually diminishing returns equations. They are more properly described as multiplicative constant return equations.

    In any event, if I were designing a combat system from scratch today, I would deliberately make the base numbers not mean things the mechanics wouldn't obey. In other words, either 41% defense means 41 percent of something specific and meaningful, or its a 41 rating and the percents and the misleading connection to hit chance goes out the window. To reinforce that, it would be a 410 rating to shatter the association completely.

    To be honest, I wouldn't even have "resistance" and "defense" in my game. Those things are inversely related to survivability, and why should the game force people to think about inverse relationships. I would rate so-called resistance abilities and defensive ones by admittance, the made-up metric I invented that no one else uses that specifies how much damage gets through rather than gets blocked. Or more specifically, by inverse admittance.

    A 100 rating resistance power would be twice as strong as a 200 rating resistance power. Meaning you'd live twice as long with the 200 power. That's really easy for the casuals to figure out. The *math* is a lot harder for the min/maxers to deal with, but tough.
  3. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Sooooooo many possible responses here .

    I'll be good though. Suffice to say I'm not as convinced as you seem to be that a DR system could be implemented that would have a noticeable effect on team play without marginalizing the lower performing support sets. I'm not going to say it's impossible but I am extremely skeptical.

    I think we'd likely end up in a situation where either some support sets become "useless" (especially Force Field) or where the diminishing returns on buffs are to low to have a noticeable impact on play.
    I'd take that bet. However, I must take note here that only one person can really take that bet, and I'm one and oh against this particular individual.
  4. Quote:
    Originally Posted by Rakeeb View Post
    I would. I'd be employed by Blizzard. Word is they're pretty good at their jobs.
    You really think that, don't you? The second sentence, not the third.
  5. Quote:
    Originally Posted by Rakeeb View Post
    EDIT: I'm a guy that believes heavily in balance, more so than I fear homogenization. Very few other people agree with that, so I know my ideas are typically in the negative to begin with.
    For the record, I believe in design balance not numerical balance. To me, numbers are the language of game design. Numerical balance for the sake of numerical balance is like always speaking in Haiku.

    It is *impossible* to numerically balance single target damage and AoE damage. They are not structurally congruent: there will always be an infinite number of situations where one or the other is vastly superior. The only numerical solution is to give everyone the same amount of each. Ditto regeneration and mitigation, ditto defense and resistance, ditto resistance debuffs and damage buffs.

    The only way to balance these things numerically is to make sure everyone has the same amount of all of them. All other forms of presumptive numerical balancing are trivially assailable.

    In another thread the subject of incomparables was mentioned. I believe the thing that a game like ours must balance is gameplay opportunity. And the presumption is that all reasonable gameplay opportunities have the same value: they are in effect incomparables. Within that context, the best possible quantitative expression of that design should be made. In that sense, "balance" isn't about equality at all in a quantitative sense, its about everything hitting their targets. The equality assertion occurs at the qualitative level.


    Its often come up where people question what exactly I mean when I say I believe in quantative balancing, but only within the scope of design balance, and I do not believe in the philosophy that "game balance" requires homogenization. This is what I mean. Homogenization doesn't create game balance in my judgment, it eliminates gameplay opportunities by reducing the number of different possibilities. It doesn't balance: it destroys. It doesn't have to balance, when there's only one thing left.

    The very first homogeneity-breaking design decision made in this version of City of Heroes was the invention of the archetype: a decision that was derided for a long time after launch. Having seen what happens when they don't exist, its obvious that the benefits of archetypes has historically been vastly underestimated.


    Everyone has their own notion of game design and what they believe "balance" means. However, its critically important to note that there is no such thing as a singular quantitative objective: there isn't a "right answer" that calculations eventually deliver. My calculations will take me to places other people's calculations will not, and its not because of arithmetical errors. Its because of a fundamental difference of opinion in where the game should go. Numbers are silent on that question.
  6. Quote:
    Originally Posted by Rakeeb View Post
    Most of your post is cool, but I could not care less about anyone who currently plays the toon trying to keep it that way.
    I wouldn't put that on your job application for game designer.
  7. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Overall I think DR would leave the top support sets relatively unchanged (Traps, Cold, Time, Rad, Dark) while lessening the benefit of lower tier sets to teammates. The only set I see really benefiting is Thermal since it's Resistance buffs get stronger relatively speaking and it's other powers are unlikely to encounter as much DR as some sets.
    Only if the DR system was written by idiots.
  8. Quote:
    Originally Posted by Starsman View Post
    The method for "Diminished returns" Arcanaville recommended back in the day, would simply mean buffs of the same type don't get added, instead they first get multiplied in the above fashion. Basically, it would now be measured this way:

    1 - (1-ResBuff1) * (1-ResBuff2) * (1-ResBuffN) * (1-DefBuff1/45) * (1-DefBuff2/45) * (1-DefBuffN/45)
    The alternative which works equally well for the mitigators is to simply use variations of the duration equation for magnitude stacking of defense and resistance.

    I.e. Damage = BaseDamage / (1 + NetResistanceBuff)
  9. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Ok, assuming I think you mean what I think you mean (Diminishing Returns)
    A combination of diminishing stacking returns, plus buff stack limits. The latter actually exists now in a form 99.999% of the playerbase is unaware the devs could retroactively implement at any time (think: Hybrid).

    Quote:
    I honestly don't see it working very well within the context of support sets as they currently exist. The problem you end up with is that it starts becoming necessary to start stacking not support sets but different support sets and that will get messy.
    Stack caps address superstacking the same buffs. DR addresses attempting to get around that by stacking different buffs. You can still stack different *kinds* of buffs, but that's not a problem: that's the reason different kinds of buffs exist.

    Does it create problems? Sure. Are they worse than what we have now? That's a purely subjective call. If we had them to begin with, asking for what we have now would be equally insane.


    Quote:
    I think if a similar system was implemented here it would be necessary to do a MAJOR overhaul of the support sets to provide a similar distribution of buff types and handle the issue of support sets that are one-trick ponies (i.e. Forcefield) and deal with the issue of certain abilities being hard to find (i.e. Nature is the only support set with Absorb at the moment). Now I guess the devs could do it if they decided that it was necessary I just don't see them doing it.
    Necessary to get the results you want? Probably. Necessary in the absolute sense? Ask the PvPers.
  10. Quote:
    Originally Posted by SinisterDirge View Post
    Why would I need to observe from outside a window? I know you are not new to the Internet.
    Even over the internet, you'd still technically be outside their window. And walls, and doors.


    Unless, OH MY GOD THE STREAM IS COMING FROM INSIDE THE HOUSE!
  11. Quote:
    Originally Posted by Alpha-Six View Post
    (Looking for group) Forming a Pocket D ERP badge team need three more, and some olive oil: Empaths preferred..
    The holy trinity of ERP: Empathy, Devices, and Mind Control on the blue side; Pain Domination, Electric Control and Beast Mastery on the red side.


    And Mod09 missed this thread by mere days.
  12. Quote:
    Originally Posted by Starsman View Post
    And your recomendation back in the day is exactly the one thing is also floating in my mind.

    Mind you, I am not sure I would be opposed to the idea in general, but the game has crossed a point in time where I think changing that would be too disruptive.
    The devs agree, which is why I would love for them to be convinced the players are equally perturbed about the side effects of not addressing the problem, so that cottage rule protection is significantly weakened.
  13. Quote:
    Originally Posted by Alpha-Six View Post
    Pocket D Survivor: Many people, of a particular mindset, find they cannot tolerate the ERP of Pocket D. It takes someone of singular courage (or Deviance) to see the club as the place they would like to ERP in. But here, in the cool confines of the arena, away from the noise of the club, a kind of perversion can be achieved.
    Don't even kid about it. First you make a badge, then everyone has to farm it. Farming ERP is the seventh seal of the apocalypse (which is why it requires a golden censer).
  14. Quote:
    Originally Posted by SinisterDirge View Post
    From an outside perspective, everyone's sex life seems bizarre to me. They are either too depraved, or not depraved enough.
    How many people's sex lives are you observing from outside their windows?
  15. Quote:
    Originally Posted by Rylas View Post
    I smell what yer steppin' in.

    When I say "the easiest solution with the best results," I mean the easiest to implement into the game. I would guess that the easiest way would probably be only touching one AT.

    I just also believe in letting everyone say their piece and not wailing and gnashing teeth because you (generic) don't like what they said. But it's the forums, so I should just expect it.
    You assume I'm actually remotely concerned about the consequences of promoting this topic. Actually, if I was in charge I would have done it years ago and taken the heat for it gladly. So by all means, continue.
  16. Quote:
    Originally Posted by Ultimus View Post
    Ok so I recently moved to Virtue and I am not really into roleplaying. I mean I write my character biographies, have a concept, etc. but some of the stuff people do baffles me.

    I am not trying to slam someone else's gaming experience, I am merely trying to understand. So thats what I came here asking.

    Anyways, I am in Pocket D and I am running Gladiator matches for badges. I keep appearing next to this "couple" and I am catching their conversation. First let me describe their outfits:

    Player A is wearing a school girl outfit, high heels, max boob slider, etc. Player B is also a female character with purple stockings, long legs, etc. Well when I started noticing the conversation they are flirting back and fourth and then eventually roleplaying making out. Granted I am popping in and out of arena so only catching bits and pieces of the conversation.

    Eventually they are roleplaying, or maybe were the entire time, the naughty school girl getting seduced by the teacher. The teacher is female and so is the student. The teacher is telling the student if you get an A you get a special reward nudge nudge.

    Then they start talking about being in a relationship and asking to be the other's girlfriend. So mind you we have two people roleplaying here two female characters making out, that are teacher and student, getting a bit graphic, and then being in a relationship.

    From an outside perspective, this seems bizarre to me.
    That does seem strange. No discussion of a spanking for anything less than a B? Are you sure you weren't on Infinity?
  17. Quote:
    City of Heroes Passion
    Look, for the last time there is no City of Heroes 2, and it's not a joint collaboration with Cinemax.
  18. Quote:
    Originally Posted by Rylas View Post
    I only said it was a suggestion worth listening to, not acting upon. Frankly, I don't know what the right answer will be, but keeping an open mind and considering all options is always ideal. In the end, I would hope it's the easiest solution that gets the best results is that one that is used.
    Don't say I didn't provide fair warning. There is only one solution to the issue of saturation buffing creating imbalances at the caps. One. And once the devs decide its necessarily, it will no longer matter if its unpalatable.
  19. Quote:
    Originally Posted by mercykilling View Post
    Wow. Whatever happened to just playing the game and having fun?

    Seems all anyone cares about any more is numbers. Minmaxed builds that can solo AV's and GM's. Crashless nukes.

    It -makes sense in any MMO- to have singular bad guys that can wipe whole city blocks and possibly beat assembled heroes.

    It -makes sense- that your super attack that you summon every ounce of energy to fire leaves you winded and unable to attack for a bit.

    At least, it makes sense to me. Might not to everyone, I know.

    Again, all the above is merely my opinion. Completely without basis in any other fact than my feelings. I do not wish to be "proven" wrong with a load of numbers, because I don't care about numbers. I care about what -I- call fun, and not what you call fun. (Insofar as my fun does not impede upon your fun)
    It also makes sense that if your super attack that drains you of all strength fails to kill everything, the guy you missed with that super attack should be able to walk up to you and bash your head with a rock, or at least shoot you with his pistol and kill you dead.
  20. Quote:
    Originally Posted by Rylas View Post
    But what's being brought up as a point of contention is situations where lots of buffing is going on, like in iTrials. People want to see that more normalized, and I don't think they're out of order in requesting that. It deserves fair listening to, and while I don't really care if Tanks get a buff or not, I think we should be considering all fair requests.
    Discussing saturation buffing is opening Pandora's box. Demanding the devs take action in situations where buffing easily sends people to the caps leads to only one place, and its not rebalancing the caps.

    And as I keep telling people, warning them actually, you can ask the devs to look. You cannot control what they do once they see. To get what you want here, you have to convince the devs its worth looking at this situation, *and then* in rapid succession convince them that cap adjustments are the correct avenue to address them. Good luck with that.
  21. Quote:
    Originally Posted by Gemini_2099 View Post
    But if the snipe hits live as is, then the game is no longer balanced around SO's in mind.
    Not specifically to single you out, but I love how players enjoy telling the devs what they were thinking when they made a change, based on their logical conclusions about what they must have been thinking, regardless of what they were actually thinking. I can tell you it impresses them to no end to know there are people that know what they are thinking better than they do.

    Alternatively, its possible the effect was designed with SOs in mind for its base behavior, and then inventions were considered to determine how well it could be made to perform by players that use them.
  22. Quote:
    Originally Posted by Rakeeb View Post
    This is actually a problem for Blasters. In progression content (eg: trying to do The Really Hard Way and that sort of thing) they aren't sturdy enough to last through incidental fire, and they don't deliver steady DPS on Tyrant in their role to justify bringing them to a party that is pushing content. They'll just fold, whereas Scrappers, Brutes, SoA's, and Stalkers will survive, do higher DPS than if the Blaster were alive, and take care of themselves long enough to make significant progress.
    Actually, that's a really bad example. Surviving Really Hard Way attempts is 90% skill, 10% archetype ability. Since lightning kills anyone that doesn't maneuver correctly. Generally, I tend to live longer on such runs and fire more consistently that most melee characters (who are under generally higher threat from high density lightning bursts from nearby players).

    Blasters are more likely to die during Lambda attempts, during TPNs, during lots of incarnate content given players of equal skill. But not so much Really Hard Way. In fact, in an ironic twist in one hard way attempt I ended up dying often because far from being out DPSed, I was so good at sidestepping lightning and resuming attacking on my Blaster that Tyrant aggroed on me as the only thing dealing damage to him several times.

    If anything, one of the big complaints about later trials is that they seem to deliberately try to make life difficult for melee relative to ranged archetypes.
  23. Quote:
    Originally Posted by Father Xmas View Post
    As an interesting side note, I was watching a couple of the vid casts they do at Massively and in one case the staff member who plays CoH mentioned she just resubscribed to reactivate her IOs because she felt like she was being a drag on her teammates recently. She did heap high praise on the water blast powerset. Thinks it looks better than similar abilities in those other two superhero MMOs.

    In the other case a different staff member was going to show off a MA mission for an hour in her Twitch stream only to find out that a true F2P account has no MA access. She obviously played the game before, even showing off a previous MA mission but for some reason she wasn't using that account. I didn't watch the whole thing since this was going live when it was recorded and I can't watch someone flailing when the demo goes so, so wrong.
    I have never understood people who lack the self-preservation skills to take every possible precaution to not have a public presentation implode. Like, say, rehearsing.
  24. Quote:
    Originally Posted by Obitus View Post
    I've been around here long enough that the ability to farm doesn't impress me. I suspect a lot of power gamers are with me on that. If you'll forgive my saying so, I suspect you're with me on that.
    Becoming the game's best farmer means the same thing to me as becoming its most accurate superjumper. I would be impressed by the effort put into achieving that goal, but at the end of the day its more of a curiosity than anything else.
  25. Quote:
    Originally Posted by Obitus View Post
    I'm not asking the developers to screw a certain segment of the Mental Blaster player base arbitrarily. This isn't the my-preference-versus-yours game. I'm just asking the developers to follow through on what they've said, both about Drain Psyche's existing design, and about the proposed design of the post-I-24 Blaster in general. Your personal preferences are irrelevant.
    I think that once the changes actually hit beta, a compromise can be made. Arbiter Hawk is not unreasonable about that, and I am willing to let the Drain Psyche issue drop until we actually have a better idea what everyone is actually getting, and that survives the first beta balance pass.

    I accept the fact that not everyone uses Drain Psyche in a way that makes its net results overpowered, and that min/maxers have invested a lot in optimizing the power. My main complaint about DP is in fact that it has these two regimes of performance. But I honestly don't think DP will remain in its current configuration for very long once the sustain powers arrive. Given the devs reluctance to nerf it, there are still alternatives that would allow DP to retain its top end power while granting lower performance players most or all of the sustain benefits everyone else is getting. I can think of several ways to do that, but I don't know how useful it is to expend too much energy debating them in a vacuum.

    We really need to see how the clicks work in I24: Energize, Force of Thunder, and Touch of Beyond. How they are balanced relative to stacking and recharge is critical to any real discussion about what happens to DP in the future.