-
Posts
1185 -
Joined
-
Quote:A statement like that was indeed made by Positron ("With that said, I have become the messenger for "there will never be a Pistol Scrapper". There really isn't much to discuss at this juncture."), and it was to me in a PM in May of 2006. Note, however, that it was made when Cryptic was still in control of CoH, and it was paired with the statement "I am even in favor of it" in response to a query about Pistol Scrappers, but the idea had been shot down (no pun intended) by someone else who is no longer associated with CoH. And before anyone else starts bashing me for having a "Statesman grudge", that person was not Jack Emmert, but I'm not going to name the person because I told Positron I wouldn't. I won't narrow it down any further than that.Zek, the quote was from Posi if I remember correctly back about two years ago. It was similar to this. "Scrappers will never get dual pistols." I remember it being Scrappers as an AT because that was the archetype that I was mostly playing at the time.
That doesn't mean, however, that he hasn't changed his mind on it, or been shot down again by someone else. I'm going to assume that this is the case (that we'll still never see them), since Pistol Scrappers have not ever been hinted at with GR. I'd love to see a mostly-melee-range pistol set designed like Spines or Claws, but I'm done pushing for it. -
Quote:I think this would be a better way to handle it if it was to be done. I'm generally against the idea of anything that completely nullifies the primary function of an entire given AT. Making it harder for them to perform that function in some situations is more interesting and fun, in my opinion.It would be better if some things required higher levels of taunt/hate to draw their attention rather than simply ignoring taunt/hate altogether. In effect, they could be resistant to taunt, and have intrinsic preferences that are mechanically like taunting themselves to attack something. So something with an "attack the healer" preference wouldn't simply ignore the tank and kamikaze the defender, it would act as if healers were taunting them with mag X, and the tanker would notice they would need to generate at least mag X+1 to get their attention (this is an oversimplification: the way taunt works doesn't quite align with this idea as I understand taunt and hate).
-
-
Quote:Yeah, I like that design.Guild Wars had public zones (towns) where people could meet to form teams and participate in events, although these have an occupancy cap, which results in multiple instances. Each team that exits the public areas ends up in their own instances. These instances are only sort of persistent, in that they reset a short time after you exit.
-
Quote:I guess I'm saying I don't mind if that problem still exists in CoH's open world, because in CoH it's possible for me to ignore the combat in those zones entirely. That's an option to solve the immersion issue the author complains about-- give him an alternate path, and let the people who like open world stuff keep the small aggro radius, high density design.That depends on your point of view. City of Heroes has become increasingly more focused on the instanced parts of the game, or rather its more precise to say that the playerbase has become increasingly focused on the instanced parts of the game. But there are still shared zones with combat in them, and you still have to deal with the density problem there.
Furthermore, I wouldn't characterize City of Heroes as a "low density" MMO, since CoX shared zones are density-balanced around low aggro radii. The fact that there aren't many street-sweepers these days is not relevant to how the zones are designed. Saying CoX *could* be reformulated around a higher aggro-radius lower-density spawning system is only a conjecture that would require some evidence to support the notion.
Quote:Personally, I think that its a short bus ride from lowering the spawn density in the shared zones to support high-radius aggro to simply tossing the zones and replacing them with an instance list.
Quote:In any case, this is going around in circles just a bit. I said that the aggro problem the author describes is really not a problem related to aggro: its a problem related to the issue of density control.
Quote:if you allow critters to notice you at higher, more realistic ranges, you have to lower the density of critters
Quote:You're saying you don't care about the density control problem, which is fine: that just means for you, the aggro problem is resolvable by nullifying its underlying foundation. It doesn't contradict my assertion that the aggro problem is really just a symptom of the density problem. -
Quote:What makes it different is that you can have 50 people in the same area, fighting the same foes, without them being in sight of each other. Less content needs to be created.Instancing doesn't solve the problem, unless you have an MMO where there are no shared combat areas at all - which is in effect not fundamentally different than having a giant world where everyone is out of sight of each other (while in combat).
Quote:Instancing is just the part of MMO gaming that deliberately separates players by design. But that doesn't solve the problem elsewhere.
But you don't have to have combat elsewhere. Or you can accept the lower density or lowered immersion caused by small aggro radii in the open world. Edit: Or you could have an area that dynamically adds more foes based on the number of people in it, along with a combat/aggro (remember, I'm not talking about eliminating aggro, just the small radius) system that will prevent the majority of foes from ganging up on one person and ignoring the other.
Quote:This isn't a problem that can be solved by cleverness, because its simple arithmetic: if a single player (or group) can aggro a larger radius, then it will take less people to sweep out a given area. That reduces the maximum (combat-active) player density supportable in a given shared combat area as a logical consequence. -
-
-
Quote:Because the game is designed assuming that they won't. If the tank can't keep those mobs off the priority targets, what is the point of the tank?Why can't we have mobs who break the agro rules, for example, and go after "priority" targets, the tank be damned?
Quote:Or mobs who call for help if given a chance, radioing it in or literally breaking contact to bring in adds from nearby spawns? If you can defeat/interrupt these mobs before they can do their trick, you've just made a battle much easier.
Also, I hope that if it is done, it isn't over-done. I'd like this situation to be an occasional surprise, not something you expect to happen 10 times in one mission.
They could add interesting tricks that mobs can do, but I do hope a lot of thought goes into how it will affect overall gameplay. -
Quote:Yes, I was commenting on his latter complaint.He combines two separate complaints into one: "aggro" in the sense of attention-splitting by foes:
Quote:I considered the phrase "in plain sight" to mean he wasn't referencing line of sight. You can't be "hidden in plain sight" out of line of sight.
Quote:And this latter issue is not an issue of aggro: the devs could set the aggro radius to anything they want in theory, and they could add line of sight. But both are limited by the density problem: if you allow critters to notice you at higher, more realistic ranges, you have to lower the density of critters. This lowers the density of players, and you have an MMO where most players are out of sight of each other, which is undesirable. -
I like that you're posting threads about the new Dev Choice arcs and explaining why you liked them! I hope you'll continue to do so, and thanks for the new Dev Choice arc!
Congrats Wonderslug! -
I played with one group in 1994 that had a program written to handle the hit/damage checks on a TI 99/4A. We did still roll dice for crits, that was the fun part.
-
Quote:I thought he was saying the opposite:I don't what the heck the author means when he suggests that the actual act of aggroing a critter at all should be replaced. He suggests that non-MMOs don't have this problem: oh really? There's a game that has a mechanism for NPCs initiating combat with the player that don't involve the NPC noticing the player? Heck: I'd like to see that game. I think its here that the author demonstrates their true colors in trying to be more clever than thought-provoking.
Quote:This artifice plays a large part in building game worlds. How often have you sidled through some enemy camp hoping to skirt the aggro radius for a monster? If you weren't so conditioned to navigating aggro, you'd feel pretty stupid walking around, hidden in plain sight, while orcs shuffle through their idle animations twenty feet to your right and left. Remember when you were unsullied enough that it occurred to you how retarded this was? Those were the days. -
Quote:Bolded for emphasis.Setting aggro to 'always attack the healer' is something players are going to get upset about, even if it is a good tactical choice for the AI to win the battle. Because the aim isn't for the AI to win the battle, it is to look good losing it.
Too many people (game developers included) think good AI is AI designed to kill the players or be "realistic". No, it just needs to be interesting, and not make the player feel like they're just facing a giant sack of hitpoints with (or without) the ability to slaughter them in seconds if something goes wrong. -
-
Shockwave is like hitting the entire spawn with Strike. It has awesome damage.
-
Quote:(I missed this post)Depending upon the spawn scatter initially, shockwave can be used to bring them closer together evenwithout terrain.
Its easy to demonstrate and hard to describe, but I'll have a go. In a group thats very loose, and a bit all over the place, you can happily push one or two folks towards the rest of them. All it takes is chosing an angle and an awareness of the range of the power.
Heck even the range awareness isn't that necessary, if you target from out of the powers range and run in.
This would work great against Crey, who typically start out very scattered. If more groups spawned this way, I think AoE KB would be less reviled. -
-
Quote:If you're implying that they're all dead before SW recharges, then I'd rephrase this as "I never get to hit the same mob with SW twice."Not sure, never had to hit the same mob with SW twice as of yet.
Also, it means we're not playing the game the same way. I'd raise the difficulty if my team's spawns were dying in under 8 seconds. I understand then why you prefer the KB-- if you want to kill spawns that fast, then the KB is better for alpha mitigation. -
I'm not talking about the initial positioning. I'm talking about later uses of the power on the same spawn. If you knock them one way out in the open, you're probably going to want to knock them the other way afterwards.
-
All cones require slight positioning, yes. But because of the KB, you often need to move more than slightly to aim them into a corner or keep them from getting within aggro range of another spawn. I'm not saying that the repositioning is a big deal, just that it's something you would deal with less if it did KD.
-
This is a good point. I personally don't think it makes up the difference in being able to knock everyone down as soon as the power comes up under any and all circumstances without having to reposition to prevent scatter or alerting other spawns, but it's a good point nonetheless.
-
Quote:Just FYI: my opinions on the detriments of AoE KB are almost exclusively team-related. You primarily solo, so I have no question that the KB has very little negative impact on you.Bad wording on my part. Against 54s, your damage output drops enough that the KB becoming KD is acceptable. I don't agree with Brutes having having a higher knock AT modifier.
I know this, though: the knockback in SW isn't stopping my claws/ea from tearing through spawns with all three AoEs.
Also, I totally appreciate that you simply like seeing your foes knocked back. I only argue against those who would claim that the KB is better overall, performance wise, than KD. -
I'd like to know what I'm doing wrong if walls work for other people. Since KB knocks them in a straight line from the user to the target, I only see it scattering them further, not grouping them up. Maybe against a wall it won't scatter them as much, but I've seen them slide to the side after hitting it and colliding against each other.
Quote:, and most of the missions run are indoor, so yes I still use shockwave and basically in the same way.
I really wonder what % of missions are actually outdoor. Even outdoors there is frequently something to push groups against
I'm not talking about outdoor missions exclusively, though their frequency does increase dramatically after 40.
Knocking them into corners is awesome, but the situation doesn't present itself that often. I am confident in saying this particularly because I also have a Grav controller, and if corners were even in a 80' range without a spawn being between your spawn and said corner that often, I'd be able to use Wormhole far more. There's a power I'd kill to have KD instead of KB on. Nothing like a Controller that can only use their secondary mitigation under certain circumstances without pissing off the team.
Here's a question that would explain our different experiences: do you pull/herd groups near corners so you can use them?
Quote:I do adjust teamed versus solo, but not any really more than any other damage dealer, I would bring.
Quote:Heck, I still recall one very happy Shard TF with 4 claws scrappers. The Rularru didn't stand a chance with 4 shockwaves as an opening, the spwans just vanished.
Note that I'm not pushing for Shockwave to get KB anymore. I'm just interested in understanding the perspective of those that actually prefer the KB over KD. Because I see the advantages to KD (being able to use it from any angle, as often as you like) dramatically outweighing the advantages to KB (pushing them into a corner to increase the number of foes hit by small AoEs), unless you always pull or herd to corners. -
Quote:I asked Castle about this when Inventions were introduced. He said he'd check to see if it was possible, but he didn't know if it was. I never heard anything else, so I'd assume it's not.Perhaps a better solution would be to allow people who don't like KB to slot a new kind of -KB IO in the power, or slot Immobilize and Immobilize sets in KB powers. The immobilize would act as a negative enhancement to the KB power. Add enough and the knockback is turned into knockdown. Add too much and the knockdown goes away completely. It would be at a penalty, of course, since you couldn't slot other types of enhancement.
Such a change would be applicable across all powersets that have knockback, and would be welcomed by thousands of players.
Because of the varying magnitudes on KB powers, you'd probably have to have an enhancement that set the KB value instead of just reducing it by some percentage. And that may not be possible.