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Damage System and Aggro Limit

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Snickerdoodle1429
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Damage System and Aggro Limit

Thank you for answering my previous question and with community help I better understood your answer! I have another one for you all and this one contains two parts..

1st off, will the damage system be a front-side or back-side calculation system?
Example being: I'm throwing my TgtAoE Fireball at my target and it will hit the surrounding un-targeted 7 enemies... Will the damage be rolled at the moment of the power firing(at the moment the animation begins) but is only displayed at the moment of impact OR will it be calculated when the projectile or Punch(for Melees) meets the character model. IF the damage is calculated when the projectile meets the character model then does that leave room for avoidance? Example, sure the fireball will track the target as he/she superspeeds away, out-running the rate of travel of the fireball completely BUT when the character ducks around the corner of a building, WILL the fireball make contact with the building and be avoided or will the projectile still seek through objects to reach its intended target and deliver the damage on impact?

2ndly, Will we again see the glory days of herding the entirety of Independence Port and Steel Canyon to the corners of the map for a massive slaughter AHEM.. massive arrest? Or will there be a limit to the amount of enemies we can have focused on us before they "reset" to their spawn locations?

Appreciate every ones time and efforts!

Tannim222
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There will be aggro limits,

There will be aggro limits, for multiple reasons, as well as limits for how many targets a given area of effect power can affect.

With regards to the moment of calculation, what you are referring to is based on when the to-hit roll is calculated - at the activation of the power or roll first animate second, or at the end of the animation; animate first, roll second. Most FPS and 'action' oriented games use the latter, while cityof used the former. However, the latter lends itself directly to character based movment to dodge all forms of attacks which is something we have directly expressed we are not going to implement. We do have certain plans (bearing testing) on the issues of projectiles curving around corners, over obstacles and so on.

With regards to area effect attacks where you are select a single target, whether this is a cone or radial area of effect, the to-hit system will calculate a roll for every target within the area of effect.

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Snickerdoodle1429
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Appreciate your replies in

Appreciate your replies in both topics as well as the "hints" that are making me giddy..

For the curving projectiles, I never really minded them. If you look at why they were chasing you it completely makes sense.. The moment you were by the mob and they saw the character, they attacked.. even though you are a football field away, the enemies had a to-hit roll with X-power regardless of if you are physically there to receive the hit. The game says you already did receive the hit and the animation is just fluff at that point. The game never cheated or anything, it just appeared to because the damage amount wasn't removed from your health bar until after the animation finished. A great example of this is flying over the Trolls in the Hollows, every one of them would use their ranged attack first and hurl a chunk of rock.... you could fly as far as possible to try and outrun the rocks but they were tethered to your character and would pass through every object on the way and you were dead when they hit. The game would actually lock your powers that couldn't mitigate any damage or change the outcome because in the games mind, you were already technically dead.. you just didn't know it yet! xD

As for projectile tracking, the projectiles themselves completely ignored the game and their environment once cast.. It was a straight point A to point B relationship with the projectile becoming intangible to everything but the character casting and receiving such projectile ASIDE from Propel from gravity control which left the random object on your screen in your environment. However that object was often different per persons client and was never in the same place of the environment.

Redlynne
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Tannim222 wrote:
Tannim222 wrote:

With regards to the moment of calculation, what you are referring to is based on when the to-hit roll is calculated - at the activation of the power or roll first animate second, or at the end of the animation; animate first, roll second. Most FPS and 'action' oriented games use the latter, while cityof used the former. However, the latter lends itself directly to character based movment to dodge all forms of attacks which is something we have directly expressed we are not going to implement. We do have certain plans (bearing testing) on the issues of projectiles curving around corners, over obstacles and so on.

Yup. There's two ways to do this ...

Resolve first, animate after.
Animate first, resolve after.

City of Heroes ran its engine on the resolve first, animate after model and it simply didn't have the capacity for the other method.

Unreal Engine 4 natively supports an animate first, resolve after model of game mechanics because it can be used as a first person/third person shooter engine.

The thing is ... if your projectiles move fast enough, the opportunity window to "dodge" incoming fire disappears, even past the reflex threshold of "twitch" gamers. 100 mph is about 45 meters per second (almost 50 yards per second). .45 ACP bullets fly at about 6x that speed. 9mm bullets are more like 8x that speed. Rifle bullets are in excess of of 20x that speed, usually. Which then gets back to the age old taunt of "think you can outrun a bullet?"

I mean, think about it. If you're even pretending your way to realism, shooting a .45 ACP bullet at a target 50 meters away is going to take less than 0.2 seconds to arrive on target. A rifle bullet traveling at 2000 mph will reach 100 meters in 0.1 seconds or so. This is faster than most players can "twitchily" respond.

My point being that when the projectiles are FAST ENOUGH (ie. "realistic speeds") then the distinction blurs between resolve first, animate after and the alternative of animate first, resolve after. And for the cases where the projectiles are [i]not meant to be fast enough[/i] it ought to be possible to program them to "home in on their target" like guided missiles or smart bombs, again negating the differences between resolve first, animate after and the alternative of animate first, resolve after. The difference is that animate first, resolve after can, in effect, EMULATE the behaviors of a resolve first, animate after system ... while the reverse is simply neither true nor possible.

In other words, it is perfectly possible to program the way a "shooter" engine works in such a way that "twitchy" gameplay isn't rewarded with an unfair advantage ... and indeed would be the ideal way to program City of Titans to function at a fundamental level. Unfortunately, I have to keep wondering if Tannim agrees with me on that point or not.

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Tannim222
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Problem is with using

Problem is with using 'realisitic speeds' of projectiles is the pure lack of animation which is part of customization. It also does not resolve issues of all possible physical movement based animations prior to emission of a projectile. Afrer all animation is more than just the projectile speed as there is more than the single animation pose of typical shooters happening in this game. Which also applies to melee application. Average human reaction speed in twitch combat games tends to hocer around .255 seconds. If character responsivenes is 'decent' as not 'sluggish at all' with little latency impacting reaction times we are starting off at a total animation speed - from first frame to final including trajectory based impact at .255 seconds. Even tripling that for all factors puts animations gives players plenty of reaction timing.

Fun fact, one particlar game has what is referred to as extemy slow animation making it a difficult attack to pull off. It does plenty of damage but in this fast paced game it takes either great skill or luck to pull off. That animation speed? 1.5 seconds. Lower than the average animation in the cityof games.

To summarize, players learn to read movements of characters just like they read body language on real combat. Animation time must acount for the first frame when any movement begins through any trajectory to impact. Either all the animations are designed to curb any possible twitch combat which results in alot of very fast animations all around, or we hold to our promises and design a game tat plays like cityof did with some different ways of handling certain aspects of combat so that even of handled differently the feel is the same.

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I liked CityOf's animations,

I liked CityOf's animations, most of the time, but I purely hate-Hate-HATED the revamp to Energy Melee. I understand that some balance was needed before it could be proliferated to a Primary powerset, but the changes were in Animation-time, which is hard-coded and not subject to enhancement or buffs. My fast-moving punchy-boxer powerset got turned into 'Kah-Meh-Hah-Meh-HAAAAAH' slow.

Happily, I know that CoT's design is intended for us to select the powerset's 'style' first and then layer animations (and Elements) on top, so I'm hopeful. Boxer-style, MMA-style, Martial Art-style, Kick-style, and others will all be welcome!

Be Well!
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Tannim222 wrote:
Tannim222 wrote:

To summarize, players learn to read movements of characters just like they read body language on real combat. Animation time must acount for the first frame when any movement begins through any trajectory to impact. Either all the animations are designed to curb any possible twitch combat which results in alot of very fast animations all around, or we hold to our promises and design a game tat plays like cityof did with some different ways of handling certain aspects of combat so that even of handled differently the feel is the same.

And to refine the point that I was making, Tannim ...

Any sort of "Target Lock" functionality involving a TAB button would mandate the use of an [url=http://www.urbandictionary.com/define.php?term=Aimbot]Aimbot[/url] built right into the game itself, as opposed to being a 3rd party piece of cheater software. In the context of City of Titans, there aren't hit "locations" per se, so there's no bonus damage for making headshots (for example), so in that respect the playing field is level.

Which means that as far as reacting to a "realistic" projectile speed attack, what you'd really be keying onto is the animation prior to launching the projectile downrange. However, the Aimbot functionality wouldn't be "finalizing" the trajectory of the projectile until the "launching" of that projectile as part of the animation sequencing for the avatar.

So, simply for the sake of argument and illustration, let's say you've got a 1.5 second animation, where there's a 1 second windup and a 0.5 second recovery from firing a single shot. This means that at the 1 second mark, the projectile is launched. When it's launched, the Aimbot function computes the trajectory to use to hit the target and factors in the target's current velocity vector at the time the projectile gets launched towards the target. Thus, the only "variable" in the equation as to whether or not the projectile will hit or not is the velocity of the projectile (which could be very high indeed). This would therefore mean that if you aren't under (hard?) cover by the time the attacker's animation reaches 1 second, the projectile stands an excellent chance of actually reaching you and inflicting its effects. Bullet speed projectiles would arrive in 0.3 seconds or less (usually less) using ranging and target vector information from the time the projectile was launched, with the default target point being "center of hitbox" for best means of preventing a miss due to movement/changing vectors (ie. slopover margin of error).

So yes, the time to dive for cover is BEFORE the bullets start flying, as opposed to after ... which I personally would consider to be rather fair, all things considered. Since City of Titans is going to eschew a "cover" mechanic for damage reduction based on how exposed your hitbox is to incoming fire, the result is effectively going to be a system in which attacks made at closer range will be more likely to hit a moving target (just like you'd expect) due to the shorter interval of projectile flight time.

As for slow moving "homing" projectiles, those could be programmed to make use of the same Pathing System that NPCs use to move around and reach their destinations.

All of that said, it would still be a lot of fun methinks to also include extremely slow moving "breaching" projectiles that do tremendous damage like a slow moving Volume of Effect wrecking ball flying in a straight line that are easy to dodge by stepping out of the way. That way, you've essentially got a slow moving Area Denial power with a lot of "clobber" to them which amount to "don't stand/hover there" if you hate being punitively Debuffed (which could be Hit Points, it could be Mez, it could be a Drain, there's a lot of possibilities). So think more like Siege Engine of the battering ram variety, and how you wouldn't want to be where such a thing is striking (it would be "bad").

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Snickerdoodle1429
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Redlynne wrote:
Redlynne wrote:

Tannim222 wrote:
To summarize, players learn to read movements of characters just like they read body language on real combat. Animation time must acount for the first frame when any movement begins through any trajectory to impact. Either all the animations are designed to curb any possible twitch combat which results in alot of very fast animations all around, or we hold to our promises and design a game tat plays like cityof did with some different ways of handling certain aspects of combat so that even of handled differently the feel is the same.
And to refine the point that I was making, Tannim ...
Any sort of "Target Lock" functionality involving a TAB button would mandate the use of an Aimbot built right into the game itself, as opposed to being a 3rd party piece of cheater software. In the context of City of Titans, there aren't hit "locations" per se, so there's no bonus damage for making headshots (for example), so in that respect the playing field is level.
Which means that as far as reacting to a "realistic" projectile speed attack, what you'd really be keying onto is the animation prior to launching the projectile downrange. However, the Aimbot functionality wouldn't be "finalizing" the trajectory of the projectile until the "launching" of that projectile as part of the animation sequencing for the avatar.
So, simply for the sake of argument and illustration, let's say you've got a 1.5 second animation, where there's a 1 second windup and a 0.5 second recovery from firing a single shot. This means that at the 1 second mark, the projectile is launched. When it's launched, the Aimbot function computes the trajectory to use to hit the target and factors in the target's current velocity vector at the time the projectile gets launched towards the target. Thus, the only "variable" in the equation as to whether or not the projectile will hit or not is the velocity of the projectile (which could be very high indeed). This would therefore mean that if you aren't under (hard?) cover by the time the attacker's animation reaches 1 second, the projectile stands an excellent chance of actually reaching you and inflicting its effects. Bullet speed projectiles would arrive in 0.3 seconds or less (usually less) using ranging and target vector information from the time the projectile was launched, with the default target point being "center of hitbox" for best means of preventing a miss due to movement/changing vectors (ie. slopover margin of error).
So yes, the time to dive for cover is BEFORE the bullets start flying, as opposed to after ... which I personally would consider to be rather fair, all things considered. Since City of Titans is going to eschew a "cover" mechanic for damage reduction based on how exposed your hitbox is to incoming fire, the result is effectively going to be a system in which attacks made at closer range will be more likely to hit a moving target (just like you'd expect) due to the shorter interval of projectile flight time.
As for slow moving "homing" projectiles, those could be programmed to make use of the same Pathing System that NPCs use to move around and reach their destinations.
All of that said, it would still be a lot of fun methinks to also include extremely slow moving "breaching" projectiles that do tremendous damage like a slow moving Volume of Effect wrecking ball flying in a straight line that are easy to dodge by stepping out of the way. That way, you've essentially got a slow moving Area Denial power with a lot of "clobber" to them which amount to "don't stand/hover there" if you hate being punitively Debuffed (which could be Hit Points, it could be Mez, it could be a Drain, there's a lot of possibilities). So think more like Siege Engine of the battering ram variety, and how you wouldn't want to be where such a thing is striking (it would be "bad").

Input on the "Cover" mechanic, the only possibly way i could imagine this working is by having characters be able to "SNAP" to the environment... This is great for console games given the limited mobility of game controllers however in a PC world this game style feels very very clunky.. GTA V is exactly like that...boy is it frustrating when you are trying to move down an alleyway while you are snapping to all the walls and ledges along the way :/

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I was referring to blocking

I was referring to blocking line of sight, as opposed to some sort of snap to grid system.

Tabula Rasa has a cover calculation system for it that was pretty simple. The target's hitbox was divided up into a 3x3 grid and a ray trace from each of the points on the grid got drawn back to the attacker. The number of line of sight blocks for that 3x3 array determined how much cover you had against the attacker. So crouching behind a terrain feature and shooting over it (such as a log or a ridgeline) or hiding behind a vertical feature like a wall corner or a standing tree offered cover. Thus, you basically got "credit" for how well you were positioned relative to your attacker (and vice versa). Very simple basic system. The 3x3 grid was just an "add them up" sort of deal with none of the elements weighted more in value than the others, and of course if the entire 3x3 grid did not have Line of Sight then the damage reduction from Cover was 100%, making you impervious to the attack (except perhaps by splash damage from an AoE). Also, in Tabula Rasa you could Crouch, which of course altered the shape of your hit box, making it easier to use terrain to your advantage.

This may sound complicated as an explanation, but when playing the game it was just smooth and seamless, and you quickly learned to seek cover against incoming fire, wherever it could be found.

So I was thinking specifically in terms of the PC deliberately moving into locations that block line of sight voluntarily, instead of having any sort of "snap to location" assistance from the game. Figured that was worth clarifying.

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That all makes some sense for

That all makes some sense for longer ranged combat between Blasters, but it all breaks down in Melee, as far as I can see. Excess Redundancy. And what about Controllers, who generally summon their effects out of nowhere specific?

How would you graft this system onto non-projectile combat?

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Snickerdoodle1429 wrote:
Snickerdoodle1429 wrote:

Input on the "Cover" mechanic, the only possibly way i could imagine this working is by having characters be able to "SNAP" to the environment... This is great for console games given the limited mobility of game controllers however in a PC world this game style feels very very clunky.. GTA V is exactly like that...boy is it frustrating when you are trying to move down an alleyway while you are snapping to all the walls and ledges along the way :/

+1

I dont think i would like that playstyle for my heroes. :{

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Fireheart wrote:
Fireheart wrote:

That all makes some sense for longer ranged combat between Blasters, but it all breaks down in Melee, as far as I can see. Excess Redundancy. And what about Controllers, who generally summon their effects out of nowhere specific?
How would you graft this system onto non-projectile combat?
Be Well!
Fireheart

As far as I can see, it's not that it breaks for non-projectile combat, but that there is a step that would be skipped, the animation of the projectile.

Example: If Féerique conjures a Briar Patch to snare his enemies, the animation starts with his gestures. At some point, the target area is defined and the Patch begins bursting from that area. Shortly after that, the attack is resolved, and the affected enemies get Entangled and damaged. The timing would be set when the power was defined and balanced by the devs, either in absolute terms or relative to range.

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Fireheart wrote:
Fireheart wrote:

That all makes some sense for longer ranged combat between Blasters, but it all breaks down in Melee, as far as I can see. Excess Redundancy. And what about Controllers, who generally summon their effects out of nowhere specific?
How would you graft this system onto non-projectile combat?

Non-projectile combat doesn't get cover. Which generally makes sense. Unless you want to model arm-mounted shields as impervious cover of some form rather than a general damage resistance calculation.

One of the "balancing" factors CoX had for melee types was that they had higher DPS than ranged folks. (Or you could say that blasters were nerfed to counterbalance the fact that they could stay at distance.) Cover mechanics are another way to counterbalance the DPS-at-distance advantage of blaster types.

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