SpittingTrashcan

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  1. I find it kind of funny how honest and helpful everyone is being. To me, this is the sort of question that calls for an exquisitely stupid answer.
  2. The endless tide of Nazis can be really rough on a team not prepared for it - but on a team that brings lots of AoE, man, it's a hoot. Succeeded once when I brought my Crab; failed when I brought my Fort, who has significantly less AoE. Need to try it on my SS/Elec Brute sometime.

    Reichs could afford to be less full of beef, though. I don't mind long fights, but I'm not a big fan of long fights that are essentially the same from start to finish. In fact, on the Kahn TF, it makes the last fight less interesting than it could be, because there's no chance in hell you'll burn him down fast enough to spawn more than one of the other AVs at a time.
  3. Quote:
    Originally Posted by Arcanaville View Post
    The stellar council is just a social extrapolation of other Eve player social structures. There's no such similar template in City of Heroes for that sort of thing, and it isn't therefore necessarily going to be as accepted.
    I'm just going to take a moment to imagine how the process for electing a player representative group would go in the CoH community.

    ... oddly enough, the only mental image I can conjure up is a room full of wailing infants.

    (I'm the cute one in the ducky hat - crying just as loud as the rest, of course. :P)
  4. Quote:
    Originally Posted by Street_Wolf View Post
    I don't mean any offense by this, but I'm wondering what other MMOs have you played.
    Me, personally? Very few. However, let's be honest here: when listing features that differentiate a MMO with the general public as your audience, the baseline is World of Warcraft. In the public consciousness, that's what MMO means. So when reaching out beyond your existing audience, it makes perfect sense to talk about the ways that you are different from World of Warcraft: in this case, a comic book superhero theme, highly customizable appearance, and a friendly community with good developer interaction.
  5. Quote:
    Originally Posted by Olantern View Post
    I hope Paragon Studios finds some way to get this into the hands of people who haven't seen the game.
    I'm happy to have something to put in the hands of people who haven't seen the game.
  6. Quote:
    Originally Posted by Johnny_Butane View Post
    "CoH is a comic book that has been inserted into a MMO."

    "We actually listen to our players"
    Both of these are true in terms of differentiating CoH from the average MMO. CoH has more comic book in it than most MMOs, and the developers of CoH listen to and communicate with the players more than those of most MMOs. (And as a result, I'm pretty sure they have more desk-induced forehead bruises than the developers of most MMOs.)
  7. Quote:
    Originally Posted by Aura_Familia View Post
    Compromise suggestion 7:

    At the end of a tf give the option of a number of random rolls equal to the number of merits the tf gives. The old window. You take the roll(s) you get no merits.

    If a tf doesn't give enough for a random roll, then you simply get the merits.

    The window should allow you to select the LEVEL of the roll(s).

    Notice I said OPTION and NOT forced rolls.
    If I'm reading this right, basically you're saying "give people the option to take a bad deal", that is, receive a recipe roll instead of merits equal to or greater than the price of that roll. I guess some people might take that option, but I'm not a big fan of systems deliberately designed to prey on the uninformed. I'd rather give people no choice than a fool's choice.

    (Which is pretty much why I support forced random rolls - the mere existence of other options is harmful, although the harm it does is subtle and difficult to explain. Basically, taking the choice of a straight buy can be beneficial to an individual, but the lack in supply resulting from many individuals taking that choice is a harm shared by all the participants whether they take that choice or not - and indeed, when some take the choice to merit buy, the resulting supply lack encourages others to merit buy, compounding the problem. But good luck getting anyone to understand why letting them have nice things means that they have fewer nice things...)
  8. Quote:
    Originally Posted by Aura_Familia View Post
    give the vets something else. they won't cry.
    Instead of X merits, give 'em an X-merit discount on their first roll on a character. Functionally equivalent under the present system, allows account-wide merit sharing, and if the select-roll-level system only allows you to roll at the rolling alt's level or below, creating a new alt just to roll cheap is only going to net you low-level recipes.
  9. Quote:
    Originally Posted by Aura_Familia View Post
    This aspect is one of the few reasons left to use that retarded rp system (IMO).
    Hey, as a retarded rper I take derpity derp derp derp.

    But seriously, if there's one suggestion that seems both popular and reasonable to implement it's being able to select your own roll level. The rest is nice, but as long as people don't roll their merits, there'll still be a lack of supply of pool C/D recipes. Switching over to 100% forced rolls is, well, let's call it unlikely due to pitchforks and torches and leave it at that - but some automatic generation of pool C/D recipes would be helpful.
  10. Quote:
    Originally Posted by Roderick View Post
    A buff and a debuff are the exact same thing, except that one has a positive value, the other a negative. In all cases, if a buff or debuff is ignored, then the corresponding opposite is as well.
    See also: vet and temp powers during Rage crash.

    Wait, mustn't talk about that. Forget I said anything. <.<
  11. Quote:
    Originally Posted by Hyperstrike View Post
    The problem comes when Rube Goldberg comes back from the dead and asks for royalties on the system so implemented.
    More complex from a user perspective, but perhaps less so from a developer perspective. Also, doesn't require the devs to discard or alter prior work, which they tend to be loath to do (and with good reason).

    I may have mentioned before that I relish the freedom to propose changes which would end up doing exactly what they are intended to do, to the benefit of the majority of the players, but which would bring out frothy rage because they seem punitive. The developers don't have that freedom, the poor sods.
  12. Quote:
    Originally Posted by UberGuy View Post
    This may not prove the argument that you think it does. Consider the parallel argument that the ubiquitous use of Hasten (or other global recharge bonuses) suggests that the base recharge times of our powers are too long.
    I think the difference here is quantitative. Hasten is useful, but it is not by any means necessary to saturate your attack chain. If we had fewer powers available, or their recharge times were longer by enough that without Hasten we would find ourselves frequently without powers to activate, it might be a closer analogy. But while it's not at all difficult to create a saturated (albeit suboptimal) attack chain, it's significantly harder to create an attack chain that does not drain endurance faster than it recovers. In other words, while endurance and recharge are both limits on performance, endurance is by far the nearer limit on activity, and it's more immediately frustrating to be able to do nothing than it is to be doing less than you could. At least now you can still brawl at 0 end, but as anyone will tell you, brawl is no substitute for doing something useful...

    At any rate, it's clearly far too late in the life cycle of this game to remove endurance as a mechanic, but I expect that if the CoH developers were to start work on a different game, they would not retain the endurance mechanic as it is, but rather rework it as a limiter on performance rather than activity - in other words, set the baseline on performance and activity at zero endurance consumption, and reserve endurance for abilities that boost performance above this baseline.

    Lastly: as tedious as this game may be, it's not half as tedious as endlessly rehashing design decisions that won't be revisited in the lifetime of this game.
  13. A thought. Might it not be more elegant to leave the merit store as is, and instead divide current merit rewards so that some portion are kept as existing merits (character-level, stackable, used to purchase items from the merit store) and some portion are switched to "roll points" (account-level, trigger random rolls as soon as threshold is reached)? This allocation could be done a number of ways - split half and half, or up to the first 20 merits as roll points, or arcs reward roll points and TFs reward merits, or whatever.
  14. Quote:
    Originally Posted by Nethergoat View Post
    Adding merits in the first place "told people how they should play the game", i/e relentlessly grind certain TFs that reward merits efficiently.
    Every reward system, including the one we had before merits, "tells people how to play the game." Or don't we talk about KHTF/Speeden?

    Merits were specifically created with the intent of lessening the reward system's influence on play choices. Needless to say, it hasn't been an unmitigated success, but the intent was pretty clear.
  15. This looks a heck of a lot like a set of suggestions I've been schlepping around as of late, though having rolls accumulate points toward a non-random choice is a new twist and one that addresses the least popular aspect. I'm not clear on why the cost of a random roll needs to be boosted, unless you consider the extra 5 merits as being banked toward that non-random pick. And I'm also not clear on why gold rolls need to be removed, or why bronze roll prices need to be boosted - all you're really doing is making the pool C/D supply problem slightly worse there, while also reducing pool A supply. That there are a lot of pool A recipes is not, to my mind, a problem in and of itself.

    Other than that, it's more or less what I've been saying, so yeah. I'd add in that merits should be pooled at the account rather than the character level, so there's fewer merits collecting dust on various alts. I'd also throw in the ability to bid across a range of levels while we're at it - it's not much use to increase the spread of levels a recipe is available at if you can't leave a bid up for exactly n recipes between x and y level.
  16. Quote:
    Originally Posted by Samuel_Tow View Post
    Incidentally, humans can also walk on their hands, but we don't really classify our species by it
    We can brachiate too, but only well enough to make apes point and laugh. :P

    As to how a humanoid bipedal digitigrade would move, well. District 9 did a pretty good job of it, given that the "prawns" were CGI-rendered on top of human actors. In terms of crouching, digitigrade ankles tend to have a greater forward swing and a lesser rearward swing than human ankles. So where humans kneel by tucking their feet under their buttocks, a digitigrade would instead fold their feet forward to lie under their shins. This also has the advantage of allowing you to pop straight up into standing.

    In fact, a lot of the variations humans have on sitting are essentially workarounds to the fact that we can't just comfortably fold up our feet directly under our legs, because our thighs and shins are freakishly long compared to our metatarsals, and our hips are twisted in order to put our thighs vertical. The entire human body shows evidence of having been pulled from a more bendy arrangement into a vertical alignment, because of course this is precisely what happened.

    So the question may not be how a digitigrade would sit, crouch, and so on, because it simply wouldn't do those things. The hard question is how a digitigrade would stand straight - because, generally speaking, it wouldn't. Digitigrades tend to fall into two categories: quadrupeds, and creatures with a horizontal posture, either bending forward their thighs to place their shins and metatarsals underneath their center of mass, or possessing a hefty tail to counterbalance their torsos. Basically, it'd be hard to make a bipedal, erect-posture digitigrade not look somewhat bizarre.
  17. Quote:
    Originally Posted by Red Valkyrja View Post
    Something like kneeling would be done differently, where they wouldn't been on their knees at all but resting back on their heels and possibly leaning forward down between their knees.
    Well, yes, but mind that we're talking about directly copying animations designed for non-digitigrade legs to a digitigrade rig. The current rig basically fixes the digitigrade ankle joint firm and has the knee and toe joints do the work of the knee and ankle joints in the non-digitigrade rig. What Sam proposed was to fix the knee joint instead and have the ankle do the work of the non-digitigrade knee - which wouldn't work with the current animations for the reason I described.

    Given infinite time and budget, the ideal thing to do would be to make both knee and ankle joint functional and re-animate all poses using that rig, but in the absence of that, the current solution of locking the ankle is probably the least weird-looking compromise available.

    Also, I think Zombie Man was trying to point out that if digitigrades are anything walking on the balls of their feet, then anyone wearing high heels qualifies. Of course, as anyone who wears high heels for any significant length of time can tell you, the human leg is not adapted for digitigrade locomotion. Note that the distinguishing feature of a high heel is the high heel, basically a prop to keep the heel up...
  18. I don't think it would be possible to have the thigh and calf be a replacement for the thigh, and the foot be a replacement for the calf. The problem is that the ankle is then doing the full duty of the knee, and it simply doesn't have the range of motion to make that look good. Imagine what happens if such a rig were to kneel: the ankle would hyperextend backwards until the foot was resting against the buttocks. That would be bad.

    Incidentally, the current rig looks poor when standing straight, but as soon as you get into the combat-ready stance with the knees slightly bent, it looks a lot better. It could just be a matter of getting the character to carry itself appropriately. If the idle stances were adjusted for digitigrade legs, that might get us most of the way there.

    Also, I want that succubus's legs, but more than that, I want her gloves. An option for large organic hands in addition to the large robotic hands we have now would be wonderful. But that's for another thread.
  19. Quote:
    Originally Posted by Black Pebble View Post
    If you have any other questions or concerns that were not addressed by me, or in the information released by GameStop or Razer, please let me know in this thread. I want to make sure that you have all of the information available to you, and that details of this promotion are as transparent as possible.
    I was going to ask about the EU, but as this is a promotion uniquely negotiated with a prominent US retailer, and you have no other preorder bonuses in the works, then logically in specific you have no preorder bonuses negotiated with EU retailers. Which is unfortunate for EU players, to be sure, but apparently it is not the sole decision of Paragon Studios to engage in these promotions - it takes two to tango. We have to take your word on how vigorously you pursued a dancing partner, of course.

    Speaking as a US player, I wouldn't call it out of line to give EU players some kind of general loyalty reward. They've missed out on a lot of stuff over the years.

    As for the rest, it certainly seems like you attempted to negotiate a fine line between pursuing promotional opportunities and disgruntling your existing customers. I'm happy to see that you were at least aware of the potential issues and tried to work around them.
  20. Well, that's a thing. Aesthetically, I don't like it. I'd like to be able to make informed buying decisions, and I'd like to be able to purchase all aspects of the product without having to go through a particular vendor. However, my overriding concern is for the health of the game, and I'd rather have a game that survives on decisions I find mildly distasteful than a game that dies on its principles.

    At times like these, I meditate on the words of the sages:
    Quote:
    Your 15 dollars a month entitles you to access to the game servers, provided you comply with the terms of service, until they are shut down, and nothing else.
  21. Quote:
    Originally Posted by JuliusSeizure View Post
    LOL. Merits are e-peen now.
    Why, so they are. And yet it cannot be undone, apparently.
  22. Quote:
    Originally Posted by Arcanaville View Post
    If you're saying the system should be better documented, I agree completely.
    I'm trying to think of a way of conveying the information that the percentage indicator is intended to convey in a way that is more intuitive and less likely to be misread as a performance/threat value. Much though it runs counter to the prevailing sentiment concerning "real numbers", perhaps in this case a less precise indicator would be more evocative. A "reward value" bar that fills as you add powers, maybe. I'm laying out in my mind a list of the additive powers ordered from greatest to least contribution, with an accumulated contribution bar laid out next to each entry split into color-coded sections. Multiplier powers attach to the list at the point where their multiplier-limit indicates and have their own version of the accumulated bar with each additive power extended in length by the multiplier factor...

    This could get hairy, and I haven't read nearly enough Tufte. I hope pohsyb has.
  23. SpittingTrashcan

    New GR video! :D

    Quote:
    Originally Posted by Frosticus View Post
    How'd that work out for you?
    Pleasantly.
  24. SpittingTrashcan

    Merit Vendors

    I'm pretty sure there's no disparity between what the merit vendors have on offer on either side. It wouldn't be hard for you to check for yourself.
  25. One thing that immediately struck me on reading this discussion was how unhelpful the labels of "alpha" and "beta" for the power valuation variables are. Even though they share a name, the "alpha" values for "pure-alpha" powers mean something completely different than the "alpha" values for "alpha-beta" powers when calculating the overall score. This labeling seems more consistent with the way the values are stored internally than the way they are used.

    The other takeaway I got from this is that, basically, the reward percentage functions as a proxy for the exploitability of an NPC, not its threat level. It's not intended to tell you how dangerous an NPC is, only whether it's dangerous enough. We're intended to figure out how dangerous an NPC is by looking at its powers, and by testing it. And if you think about it, trying to determine the threat level of a single NPC in isolation is pretty much futile once you consider the effects of stacking with other NPCs of its type and of synergy with NPCs of other types. Sapper: not scary. Sapper with gunslinger: scary. But we can't be allowed to create sappers, at least not ones that give full reward, because we can put them in a context where they're not at all dangerous. That's why reward value has to be based on exploitability and not threat level - because the developers can't control the context of an NPC in AE the way they can elsewhere.

    The downside, unfortunately, is that full-reward enemies have to be a bit same-y. It's simply not feasible to create enemies that are harmless alone and dangerous in combination and get full reward for them.