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Hm. So basically, whenever your character reaches the state that /em none brings you to, they immediately shift to the emote specified as your idle?
You'd want to specify a limited subset of emotes for this, I think. None that make sounds, none that create particles. But other than that, I could see it being very handy. /em crouch for feral characters or lurkers, /em atease for military types, /em warmup or /em yoga for martial artists - this has potential.
Of course, it depends on how difficult it would be to implement and how much it can break... -
Choose your own criticism:
"That outfit contains unique items that I can't use in my costume - it isn't fair!"
"That outfit looks like it was thrown together in the tailor - the devs are lazy!"
Also, these 20 dollar bills are slightly crumpled. -
Quote:Allow me to elaborate on this, since a fair amount of the conversation is nibbling at the symptoms of the star system.1. Mission arcs should be rated with simple like or don't like ratings instead of stars. Stars do not communicate the information that players wish to provide or acquire.
First, stars are bad because they don't ask a clear question. There is no reference as to what qualifies an arc for a given star rating. Players are invited to make these qualifications up for themselves. Is an arc that you enjoyed and would play again, but wasn't perfect, a five star arc or a four star arc? Is an arc that you didn't regret playing but won't play again a four star or a three star? Is an arc you personally didn't enjoy as a matter of taste but can't find technical fault with a three star or a two star? Players are left to come up with a personal (and wildly variable) mapping from their nuanced opinion to a number between 1 and 5. This would actually be useful information if players were tracking how a specific fellow player's tastes matched theirs; over time they would learn what to expect from an arc which that specific player gave a given rating. But that is not how the information is being used. Instead, it is being aggregated into a simple average. That's bad.
And the reason it's bad is because that simple average is then being used to create a sort ordering, with no other information involved. And that opens up the potential to, whether intentionally or not, grossly overweight an outlier rating. It's been mentioned numerous times before that it requires 7 five star ratings for each 1 star rating to keep an arc above the critical 4.5 average threshold. That 1 star could be an honest opinion, or it could be a griefer. It actually doesn't matter in the same way that it doesn't matter whether a mine is detonated accidentally or maliciously: the problem is that the mine was there to detonate in the first place.
For a case study on how star systems have fared elsewhere, see the link in my sig. Once users figure out that the stars, and the way they are used to sort items, amount in effect to one "like" and four strengths of "dislike", they skip the ambiguous middle options and go straight to the ones that push the item most strongly in the direction they prefer. At that point, you basically have a dysfunctional like/dislike rating system anyway, and you may as well just make the change, make explicit what was implicit, and start aggregating the results and ordering items in a sane fashion.
Here's one sane ordering algorithm. I didn't come up with it; smarter people did, and used it to make a lot of money while I posted on video game forums. It's alive and well in the field right now. The numbers can stand some tweaking, but the core of the algorithm is that items rise in the list by being new and well received, and fall by being old or poorly received. It's crucial to note that the rating value is a sum that increases linearly with positive ratings, not an average that increases asymptotically and can be drastically reduced with disproportionately few ratings (and vice versa, although that's less of an issue in this case).
TL;DR: Stars are ambiguous and mathematically bad. -
I like this suggestion, because it gives me the opportunity to mention Angel Summoner and BMX Bandit.
I don't think it would be a good idea to actually implement though. -
I hear Flurry is good in PvP now. Heaven help us all.
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The advantage of global bonuses are threefold:
1. They apply to all your powers.
2. They are not affected by ED caps.
3. They grant bonuses that your powers don't normally grant at all.
If it's most important that a single particular power be as effective as possible, that power should be frankenslotted. But in general, global bonuses are beneficial to obtain for the above three reasons.
On a side note, while this won't work for Parry (due to wishing to enhance the +def component), in general one can get quite good results without sacrificing bonuses by slotting all of Crushing Impact except the acc/dam, and then slotting a Focused Smite acc/end/rech in the last slot. -
Quote:...I don't think anyone's answered this yet, but they'd never allow mailing merits to ourselves. Anyone who has the 60-month (not to mention the 72-month) Veteran Reward would have an infinite supply of merits. Create a new character, instantly receive 5 (or 11) Merits, mail them to yourself, delete character, rinse, repeat.
That... was not the smartest thing they've ever done. Well, so much for merit reform - they'll never get away with rolling this reward back now that they've granted it. *headdesk* -
Quote:The suggestions are listed such that each one requires the prior ones. The overall thrust is to roll back merits to remove all the ways that they differ from the old random roll system except for the two crucial parts: that you can pick the level of the recipe, and that different TFs can award different levels of credit toward rolls. The developers do have a tendency, when rebuilding a system to address a problem, to elaborate with features that create new problems, and so it is with the implementation of merits which have created a noticeable supply issue with sub-cap pool C/D recipes due to rolls at cap, merits being scattered among alts, merits being spent inefficiently, and merits not being spent at all. Hence the suggestions.I'm with you on all but #4, but even that would be fine assuming #1 was in place as well. In fact these are some of the best, if not the best suggestions I've ever seen regarding merits.
Also, unrelatd to the OP, but the link in your sig? I need to put that in my sig. Anyone who cares about the state of the markets post-GR needs to put that in their sig. And the devs really need to read that article.
okay enough of this lovefest -
Quote:This is all correct. Date last updated is a more useful metric.The date last updated is more important that the date last played; a recently updated arc will be less likely to be broken (by which I mean still technically playable but not functioning as the author intended), while treating arcs as "fresh" based on when they were played will only further punish arcs that aren't played as much, for whatever reason, and will only point people toward arcs that are already popular, namely farms.
Quote:HoF is edit locked?
Quote:DC arcs can be edited, but it is a process, and I'm not sure what happens if the author doesn't have a free arc slot available. The thing is, some sort of safeguard needs to be put in place for these arcs, or DCs would have to be limited to "the trusted few," which is unfair to anyone who isn't "trusted," and could be exploited anyway. -
I'd just like to add that, rewards concerns aside, the new Posi I and II are both excellent TFs and lots of fun in their own right. I have played them once already and will happily play them again.
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There is something I've been saying regarding the self-reinforcing effect of the way merit rewards are assigned to tasks: "When only speed runners find running a TF worthwhile, only speed runners will run a TF." I don't have a problem with speed runners per se, but the value of merits is clearly outweighing the value of the rewards that can be obtained by clean-sweeping a TF. The reason why the popular TFs reward so many merits is because they're seen as worth the time even if you're slow, which makes slow teams want to run that TF, which keeps the average completion time high, which keeps the rewards high. Conversely, unpopular TFs have low rewards compared to the time investment for a slow team, so slow teams avoid them, so the completion times are set by speed runners, so the rewards stay low. I'd guess that "enough merits for a recipe roll" is a critical threshold with regards to dividing TFs into the worth-doing-slow or speed-run-only categories. If TFs were rejiggered to reward at least one recipe roll's worth of merits if clean-swept (via optional clear-all objectives or the like), this effect would be ameliorated, without removing the option for skipping objectives, speeding up the run, and still ending up with a superior reward/time.
I think I've said this before, but if I had my druthers, I'd do the following things with respect to merits (ordered from least to most likely to draw ire):
1. Allow players to set the level that they'd like to roll recipes at.
2. Earned merits go into an account-wide pool.
3. Eliminate the option to purchase specific recipes with merits.
4. Force random rolls whenever the random roll merit threshold is reached through an immediate reward selection popup. -
1. Mission arcs should be rated with simple like or don't like ratings instead of stars. Stars do not communicate the information that players wish to provide or acquire.
2. Arcs should be sorted, by default, with a sort order function that incorporates total plays, number of positive and negative votes, date the arc was created, and date the arc was last played. The numerical details are important but difficult to discuss - the important thing is that the goal should be to keep good, fresh arcs at the top of the default sort order.
3. Hall of Fame should be much easier to acquire, and should award an additional publish slot, but should not award a place at the top of the default sort order in perpetuity. It benefits authors, players, and the game as a whole that popular authors be able to publish additional arcs.
4. Something must be done about the interaction between DC/HoF edit locking and arc-breaking changes to MA. It serves no purpose that the game should compile a library of good arcs if those arcs are not playable and cannot be made playable without removing them from the library. -
I wish I'd had the foresight to save A_F's post on the old forums about how a team of 8 tanks is the most overpowered team in the game. Whenever I see A_F talking about something now, I think back to that post, and it provides a helpful context for evaluating his ideas.
And yes, the interface and the system are (or at least very much should be) separate items that can be evaluated separately, although a key criterion for the interface is how easily it allows you to complete interactions with the system. Interface design is not easy, but believing otherwise is an all-too-common fallacy. -
What PennyPA said. The concept is not unworkable, but the prices are off by a factor of 10,000 to 1,000,000. Every enhancement you extract is an enhancement you don't have to craft or purchase, which means influence you don't have to destroy in crafting and market fees. With the amount of inf in the economy already, and the amount that can be easily generated and is being generated all the time, the developers are looking for more influence sinks, not less.
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It was touched on above, but I'd like to call specific attention to the power of stacking. If one of three types of boss in a faction has Power Sink, you'll usually see it at most once per spawn, it'll nip off some of your endurance, but it won't be very dangerous. If every minion in a faction has Power Sink, you basically can't afford to absorb the alpha of a large group on anything without drain protection. That makes it a hard power to value. Similarly with secondary effects on certain attack sets: stacked -rech from Psi, -tohit from Dark, -res from Sonic and so on. As a human being, I can look at these combos and say "uh oh, that'll be trouble", but the reward engine can't distinguish these factors and making it capable of doing so might just make it too complicated to work with.
It makes me wonder if we have the wrong end of the stick, and faction balance should be worked from the results end rather than the component end. Not that I have any idea how to do that either, but it's something that IIRC Arcanaville has been specifically been applying effort to for some time: simulating combat against a spectrum of situations, seeing how the numbers affect the result. Of course this involves simplifications also, and it's computationally expensive, and the things it mis-estimates are harder to find through testing, but still I wonder. -
Seriously, what does this solution not address? Badges that can be earned at any time can be re-earned at any time. Badges that could only be earned under one set of circumstances that will never come again should be account-wide.
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I have two things to say about EM.
1. The set as a whole wouldn't feel nearly as slow if the damage on its hardest hitting attacks were to land within the first second of the animation, instead of at the end.
2. If Stun were balanced as an attack power, it would deal 1.96 DS and have about 1.09 DPA. -
This goes a little beyond buildings, but I've noticed that many of the hero zones have a very austere, planned feel to them: grid road layout, regularly shaped buildings, and so on. It reminds me of the years I spent in Salt Lake City, a city drawn out in a grid on an empty patch of land, a "model city" that was made, not born. Given that much of Paragon was razed to the ground and rebuilt on the ashes, this is more or less appropriate - but it feels distinctly cold to me. I'd love to see some buildings, neighborhoods, even districts that are holdovers from Paragon City's last incarnation, with a more unplanned look to them. A Chinatown would be great, or an old downtown, or a cathedral, or heck, just two streets that don't meet at a right angle.
Edited to add: I mean, you don't want good old Paragon, home of freedom and democracy, to seem less humane than Praetoria. -
I liked this thread better when there was discussion of the merits of the suggestion and the reasoning behind it mixed in with the volleys of abuse.
Having a zero-recharge rest will not make resting after each spawn as fast as joining a team, using inspirations, or magically playing better. Resting after each spawn will still be the slowest way to go through content, and almost any other method will still be significantly preferable, so it's not like having a clue won't be rewarded anymore. It's just that the absolute worst possible performance in the game that actually admits forward progress will be somewhat faster and less frustrating. And I will happily support Paragon Studio's decision to make terrible, clueless, uncoordinated players happy enough that they continue playing and paying for the game that I also enjoy.
In short: when you oppose zero-recharge rest, you value punishing people for playing badly over getting money to make the game better. That's not very smart, IMO. -
To clarify, I don't mean that the existing villain content is going to disappear, or that people will stop playing it. I'm just saying that the labels "hero content" and "villain content" are going to be increasingly meaningless: there's going to be content, and some of it will be more heroic, and some of it will be more villainous, and all of it will be accessible to any character. That's why I'm calling it a "diversity of content" issue - it's not that there's not enough content that villains can access, it's that there's not enough content that has a villainous theme.
Personally, I'm hoping for opportunities to act heroically in the Rogue Isles or villainously in Paragon City. -
I'd like to leave a general word of advice for aficionados of any underutilized, underdeveloped game feature, whether that be bases, PvP, or anything else.
You do not want to position yourself in my-way-or-I'll-quit opposition to changes that the developers feel are necessary to meet their design goals, because once you do that, they no longer have any reason to listen to anything you have to say. The devs are going to do what they feel they need to do, and (rightly or wrongly) they will believe that the outcome is going to be worth the loss of the existing community. This is not a democracy; your only vote is with your feet, and they're already expecting you to leave and have accounted for it in their plans.
This does not mean that you cannot have a major and positive influence on the shape of the eventual outcome. If you can use your knowledge and expertise to demonstrate that the changes don't meet the stated goals, or that they create unintended problems, or that they can otherwise be improved upon, and if you can refrain from editorializing excessively about how the old system was better and the changes are terrible and those responsible should be sacked, then you have a good chance at having an effect. Sadly, history suggests that this line of thought will be ignored and the discussion cast as an ideological battle, the result of which will be a flawed new system, the majority of existing feature users leaving, no new players taking up the feature, and a few embittered kibitzers hanging around on the forum and bringing up how their favorite part of the game was Hard Done By at every opportunity. Please, please prove me wrong.
You will note that I'm not talking about the role of the developers in this. Of course they will make mistakes: they are human. No player action can prevent that from happening, though, so it's irrelevant to your decisions. Your options are to try to work with them to create a system that, while it will lack things that you loved about the old one, might still have much to recommend it - or to refuse to do so on principle, end up with crap, complain, and leave. You can't decide to have everything, but you can decide whether to have something or nothing.
And I'm out. Again, I wish you all the best. -
Quote:So what you're saying is, "nobody will be playing villain content, except for all the people playing villain content."With GR there will be no gameplay advantage to villains and population with drop further, other than loads of vigilantes coming over.
I predict that lots of people will continue to play redside content - it's still as good as it's ever been and now it's more accessible. That won't stop people complaining about content they don't like as if it were content they can't access, though. And aspects of the game that remain mutually exclusive, such as the red and blue economies, will experience strong and potentially detrimental network effects because of their actual (as opposed to perceived) mutual exclusivity. -
The traditional strong point of Stone/ is that it can sacrifice offense for survival. This makes it a go-to choice for situations where someone needs to take hard hits, but it doesn't offer much benefit solo. If you want a set that is built entirely around keeping you alive, but doesn't require you to give up damage for its highest level of mitigation, consider Invuln or WP.
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Any simple heuristic to separate exploits from non-exploits is enormously easy to defeat. The defining characteristic of exploits is that they give high rewards in a short amount of time, and nothing else.
That said, there is a method to detect exploitive behavior which is by definition impossible to spoof. Take a snapshot of every character's earned rewards periodically, and look for large jumps that cannot be explained via something like level pacts. The only way to avoid such a detection system would be to not gain rewards at a noticeably higher rate than anyone else, which pretty much defeats the purpose of most exploits. It won't catch rewards that are high for the effort expended, but given that the game essentially allows you to get free stuff just by dropping a mission every 3 days, I don't think that that kind of exploit is high on the devs' radar.
Of course, implementing the above system is a small matter of programming. And by trial and error, players will eventually discover the numeric value of the exploit threshold, which is something that the devs have explicitly stated they do not wish to provide.