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Posts
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Joined
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Why do force fields have to be bubbles?
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I should check to see what versions I don't have and get a few discount months...
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Quote:That would still be a client issue not a server issue...That's not 100% true. servers can indirectly cause a system to crash by causing the client to cause the system to crash.
CoH has recently become a processor and ram hog... it was up near 100% of my CPU and 1GB of RAM so it has something to do with the client. Just not sure what. -
Quote:Both sides of the argument are stating opinions based of our in game experiences because none of us are game developers.I don't think you did. Quickly checking your previous posts:
You are dismissing the argument based on an assertion as to what you expect the game to be.
Arcana's hypothetical position:
City of Heroes is a game about free and unlimited hero interaction with optional combat components (PvE and PvP).
An attempt at presenting your position (slightly exagerated):
City of Heroes is a game about heroes in combat with player interaction being optional (friendly and unfriendly).
The game obviously lies somewhere in the middle. The 'optional buff' side wants the game to lean more 'your' way. I am OK with players wanting this but the second position isn't inherently 'better' or more accurate. As such most of the 'arguments' constructed to support the 'optional buff' are built on sand.
I have yet to play an MMO where there has not been a division between game interaction and player interaction and I can not see one working. Players will annoy each other. Some people are annoyed because they are overly sensitive and some people make sport of bothering others.
The people who want an adjustment with player buffs are annoyed with them. Other players are preventing them from enjoying the game.
People who want Scrapper damage Tank sets and other methods of steam rolling everything aren't interesting in playing the game they are interested in dominating it. MMOs try to avoid player domination because then they have nothing to do in game (unless they have a healthy PvP base) and stop paying for extended periods of time.
If you think an MMO can survive by treating NPCs and players as equal please provide some examples. -
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Quote:*SIGH* I covered this earlier...I'm not going to keep repeating myself or repeatedly requote my posts for you. Have fun with this.So are you saying is that the reason for treating player actions differently from game engine actions is that players are more likely to be embarrassed to admit they wanted to turn damage off, but more likely to complain about the actions the game engine allowed other players to inflict? Because you are still stating axiomatically that what the game does to you is something you just have to deal with, but players are different. You're just escalating the axiom to "you do it because if you don't players will leave" or "do it my way because my way will make more money." But I can say the exact same thing.
If the devs don't add an option to disable critter damage, players will either leave or rant negatively, because I sai... -
Quote:That's because the developers make the rules under which we interact. If they make rules that allow someone to annoy or harass you it's their fault.Briefly, I think the difference between what the game does and what players do is that the developers have an investment in my continued enjoyment of the game, and I as a player can stop paying money for their product if it fails to entertain me. Even though the developers have no direct control over my fellow players, if they intercede with my experience to make it unenjoyable, it is the developers who will suffer the loss.
I am fully aware that it is unfair to blame the developers for the actions of the players. However, regardless of where the blame actually lies, people can't be expected to continue paying for a game that they do not enjoy, even if it is their fellow players who are the proximate cause of the lack of enjoyment. In a just world, people would be responsible for their actions, but in an MMO, the developers are punished for the actions of players. Their only recourse is to make such actions impossible.
That is why proactive design decisions are normally the more favorable outcome.
With player buffs the developers must decide how much control the player has. Each development team has their own view and own way of implementing player control.
Clearly some of the player base is not happy with the current rules so they will either complain, request change, or leave.
Since the developers have made a prompt for MF and options for friendly teleportation they seem to put the line of player control at powers that can cause negative effects (grief TP dropping, chance of bad fortune). -
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Quote:You're just declaring so. I know some people think this intuitively already. I'm interested to know why they think it. As of yet, I have no justification for honoring this expectation, except for the weaker design rule that player expectations should be honored when there are no other rules that supercede that. In this case, there are lots of rules which would supercede that expectation.Quote:Some players want to play your game with limited to no player interaction, if you force them you loose those players.
You have to make it so the players who want to play with each other can so meaningfully and those who don't aren't bothered too much by the other people.
Anytime players feel they are forced into situations they don't like they become unhappy and will either stop paying to play or hound you and other players about it.
The question of a player who wants to toggle off damage is relatively meaningless because that is a player who doesn't want to play the game and there for NOT a player at all. God mode is only viable in single person games.
The separation is made for the enjoyment of the player...so you can maximize profits. -
Quote:Well yes we heard your version of the issue...that's not the only view or only side worth talking about.I thought we hashed out this arguement completely already.
Players who want the prompt have a legitimate reason for not wanting a Mystic Fortune. It's pervasive (lasts after death) and potentially debuffs (minor, but still has potential to debuff damage resistance or accuracy). Those are the differences from other buffs in the game. Discussing buffs without permission in general isn't really the point. It's these unavoidable consequences that make it different.
Yes, most people don't want the prompt, but those reasons make it seem prudent to allow it to remain until a better solution can be created (e.g. an option in the menu).
Thanks for reminding us though, I'm sure someone must have forgot that part. -
Well if it was a patch and there are no notes we don't know...
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Brawl is that punch Superman throws when the kryptonite has him sweating and panting. Sure the guy may grunt with the blow but unless Supes managed to knock the rock away or hit something clever he's about the be pistol whipped unconscious.
Brawl is fine and if your super has a stunning punch you can slot it for that.
I see no reason for it to be buffed at all since it had its endurance removed.
I would almost say the end removal was over kill. -
Reporting and acting is reactive.
Most players want a way to avoid harassment not deal with it after.
They want proactive design.
Game interactions and player interactions are very different things and must be considered separately.
Some players want to play your game with limited to no player interaction, if you force them you loose those players.
You have to make it so the players who want to play with each other can so meaningfully and those who don't aren't bothered too much by the other people.
Anytime players feel they are forced into situations they don't like they become unhappy and will either stop paying to play or hound you and other players about it.
The question of a player who wants to toggle off damage is relatively meaningless because that is a player who doesn't want to play the game and there for NOT a player at all. God mode is only viable in single person games. -
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There is a difference between the game effecting game play and players effecting game play. The game doesn't find out something annoys you and then follow you around doing that.
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You agree to damage and debuffs when you enter an area where you are in combat situations (like you agree to PVP when you enter a PvP zone). I think the way buffs work should be looked at there are several options I like and I'll list them in what I think is the order from most player control to most game control.
1. The ability to remove buffs.
2. The ability to ignore buffs from non team mates.
3. The ability to auto deny or accept buffs with a chance of harming you. -
That picture reminded me of something and it took me a bit to find it.
This is from MNP's old web comic.
In which he was mean to the people who gave me my name...cause he's a meaner...
ANYWAYS here's the pic
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