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I really hate Runners. Can we give gang members a dose of AI courage?

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Cyclops
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I really hate Runners. Can we give gang members a dose of AI courage?

or at least offer a purchasable knock down power for us?

Maybe if I'm 6 levels above the gang member, sure run. But when I'm the same level or one different...can the little cowards find an ounce of courage?

Please and Thank You.

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Nyktos
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Huh, would be kinda

Huh, would be kinda interesting to see a gang member or villain go all out at very little health. Or if they do run away that we get some short of finisher move (you obviously need to call it something different for heroes though, arrest move or something like that)

Formerly known as Bleddyn

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RottenLuck
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From the talks I remember

From the talks I remember there going to be different types of AI for groups.

Group A would have runners and would loose heart in fighting if they don't have the numbers advantage.

Group B would have runners but not from fear. They will run to another spawn mob and get help.

Group C wouldn't have runners.

And so on.

The details of what they are doing now I don't have and I'm sure this stuff was talked about on the forums somewhere so I'm not afraid I just blew some NDA Intel. If I did I might have to go into hiding.

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No, I remember this, about

No, I remember this, about the AI. I think it's a good thing.

Be Well!
Fireheart

Nyktos
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Ah yes. I recall that

Ah yes. I recall that discussion now. Damn that was a while ago, or atleast it feels like it was.

Formerly known as Bleddyn

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TheMightyPaladin
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I think it makes sense for

I think it makes sense for them to run. Especially the last few.
The only problem I had was having no way to stop them.
You can't grab or trip.
WHY can't we grab or trip?!

Also why don't runners ever shoot? or grab a hostage?
Make it interesting.

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
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Redlynne
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Ah yes, the "don't make me

Ah yes, the "don't make me leave my comfort zone!" sentiment, leavened with the "I want to clear everything without being inconvenienced in any way!" notion thrown in for good measure.

And at the same time, we've got the "But make it a challenge!" and the "Make it hard!" crowd to please at the same time.

It's almost as if cognitive dissonance weren't a "thing" ...

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I will say one thing CO did

I will say one thing CO did do well was the runner thing. If you are on a team of any size and are street sweeping, one of the members of a mob will run away and bring back one or two other mobs in the surrounding area with them. I personally thought this was a cool idea......going to get help.

Foradain
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GrazerCoH wrote: I will say
GrazerCoH wrote:

I will say one thing CO did do well was the runner thing. If you are [s]on a team of any size[/s] [color=red]in a group of three or more, close enough or attacking and thus drawing agg, regardless of whether they are teamed up or not,[/color] and are street sweeping, one of the members of a mob will run away and bring back one or two other mobs in the surrounding area with them. I personally thought this was a cool idea......going to get help.

Two heroes don't trigger a runner, usually... until a third hero tries to help...
This is not the case in instances which are scaled to the size of the team.

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Thanks for the correction.

Thanks for the correction. But a cool idea in my eyes anyway.

Riptide
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The thing that used to crack

The thing that used to crack me up was how they'd come strolling back to their spawn point, after a minute or so, as if nothing happened.

I guess people would blow a fuse if the runner went and hid somewhere.

"I don't think you understand the gravity of your situation."

Foradain
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GrazerCoH wrote: Thanks for
GrazerCoH wrote:

Thanks for the correction. But a cool idea in my eyes anyway.

NP. I just wanted to point out that, as implemented, it created a downside to being helpful.

Rigel wrote:

...I guess people would blow a fuse if the runner went and hid somewhere.

I wouldn't, as long as I was not counted as being in combat until I found and defeated it. ^_^

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Fireheart
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Foradain wrote: I wouldn't,
Foradain wrote:

I wouldn't, as long as I was not counted as being in combat until I found and defeated it. ^_^

Exactly, since being 'in combat' nerfs your movement speed, so you can't catch up with the buggers, and if you do catch up, attacking roots you, so they run out of range of a melee attack. This leads to an annoying game of not-quite-tag while being led into aggro range of the next several groups... Thank Ghu, my Nemmy-stick knocks 'em in the head!

Be Well!
Fireheart

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When it comes to the subject

When it comes to the subject of runners, I think it really depends on the situation. A low-level street thug running away when he is low on health and all his buddies are defeated makes sense. An individual in power armor with 75% of his health remaining taking off does not (I'm looking at you Crey Tanks). What really annoyed me was when street sweeping a mob would flee by super jumping onto the electric wires and taking the highway to safety. Running away is one thing, "cheating" to get away is another.

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LaughingAlex
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We could do as total war,

We could do as total war, actually, does and give every enemy a "Morale" meter. When they get depleted from seeing others run, they likely run away to. Some fall into a "Permanent panic" state in which they just continuously run until caught, others try and fight back occasionally. If surrounded a broken guy will fly into a "FIGHT TO THE DEAAATH!" state, gain massive bonuses to combat skills, and become a nasty threat until you present a path for them to flee.

And the toughness and quality of the mob in question should matter in morale. An elite soldier would be far, far less likely to run than a militia-level grunt who only had 2 weeks training in a militia camp who doesn't even know how to properly follow orders and is even likely to get drunk on the job. It's more likely be if anyone ran, the militia guy would run the moment he sees a few of his buddies run away and the elite goes down. Or even he and his buddies panic and run when the elite goes down.

Of course, it'd have to work with the gameplay. But then I prefer high movement speed combat any day over rooted stuff so enemies running in panic doesn't become a problem when you've routed everything on the map.

I realized something today(5/8/2014) that many MMORPG players, are not like us who enjoyed CoX. They enjoy repetitiveness and predictability, rather then unpredictability. We on the other hand enjoy unpredictability and variety.

TheMightyPaladin
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Personally I think running

Personally I think running makes perfect sense for a mob of grey, green and blue bad guys and often wondered why there was always only one that ran. You'd think they'd all scatter at the sight of a well known superhero. In real life they usually all run when a few cops show up.
Often that's all it takes to defuse a situation.
With that said, chasing them down shouldn't be as hard as it was.
And we shouldn't get hung up about making sure we catch them all.
Catching the leader, or the particular suspect you're after, should be enough to get the reward.
We need ways to stop a fleeing felon, like grabbing and tripping, or ranged attacks that stop them in their tracks.
And some bad guys should slow themselves down by turning to shoot, taking hostages, or just plane tripping, over their own feet.
How about a bad guy who rounds a corner and waits to ambush us? Or leads us to some other trap and waits.

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
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islandtrevor72
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Quote: Personally I think
Quote:

Personally I think running makes perfect sense for a mob of grey, green and blue bad guys and often wondered why there was always only one that ran. You'd think they'd all scatter at the sight of a well known superhero. In real life they usually all run when a few cops show up.

Plausible mob reactions is something that I think would be a welcome mechanic. I just would not want it to hinder combat flow in a negative way. A generic mob that just runs to get away and hide does not add to the combat experience IMO. It may not be 'realistic' to see every foe stand and fight but sometimes logic and gameplay are at odds and I think gameplay should win out in those cases.

That's not to say that runners should not be used at all.....but they should not be the norm. Runners should be reserved to increase challenge for encounters.... such as calling re-enforcements, escaping goal targets and the like. Keep in mind that its been said the majority of the attack powers in CoT will root characters to the spot making runners more frustrating due to this chase limiting factor.

With that said, if runners were a more common thing, it would be nice to see it tied to the reputation and alignment systems. Soft hearted heroes/villains might see less runners because the foes know they are at less physical risk while dark violent heroes/villains would see more runners due to the reputation for violence. This type of foe reaction could be another setting players choose in the difficulty menu. Just a thought.

Quote:

We need ways to stop a fleeing felon, like grabbing and tripping, or ranged attacks that stop them in their tracks..

Just to be clear, there were ways to stop fleeing foes... holds, slows, sleeps, confuse, knockdowns and teleport foe. Those should be in CoT as well...including (if I understand correctly) an ancillary choice of holds....kinda like the old power pools.

TheMightyPaladin
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Actually I don't think there

Actually I don't think there is a conflict with realism and game play in this case.
Just make sure we have objectives that don't require us to chase down every member of a mob.
Also there will be many types of opponents that would stand their ground,
and as I said runners can slow themselves by turning to shoot etc...

Also the attacks you're talking about were not the sort of thing a low level melee fighter could do and that's all I as talking about.

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
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islandtrevor72
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Quote: Also the attacks you
Quote:

Also the attacks you're talking about were not the sort of thing a low level melee fighter could do and that's all I as talking about..

So you think the game should create a new 'trip and grab' combat mechanic to deal with runners because low level melee characters don't have access to mez powers? Seems like that might be a lot of work for a pretty small gain.

Redlynne
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It's just the age old

It's just the age old conundrum of fleeing mobs are more problematic for melee to deal with than range. With ranged attacks, you can keep attacking without necessarily needing to move to keep up, while with melee you HAVE TO move if you want to catch them.

This is what we call a "First World Problem" since it isn't always a hassle for everyone.

One of the solutions built into the Scrapper and Tanker ATs in City of Heroes was ... Taunt. It was a ranged attack that would cause runners to turn around and come back to attack. Additionally, all Scrappers had an Immobilize melee ranged attack (which often came at a late Tier, so no help early on) which could prevent Runners. Tankers, of course, had their Taunt Aura [i]in addition to[/i] their Taunt attack (and Gauntlet for Punchvoke), so Running was less of a problem for them.

Sounds to me like the easiest solution comes at the AI level. Basically, you'd want to rig things such that every mob has a threshold below which they're going to Run, but above which they will "frenzy" and fanatically attack without wanting to Run. Think of it as "Taunt Overflow" if it helps with the concept any, in which excess Taunt is not "wasted" but rather used as insurance to prevent Runners. That way, overstacking Taunt is not a worthless endeavor at the character build level, since it would have a purpose and a use.

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islandtrevor72
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Quote: Sounds to me like the
Quote:

Sounds to me like the easiest solution comes at the AI level. Basically, you'd want to rig things such that every mob has a threshold below which they're going to Run, but above which they will "frenzy" and fanatically attack without wanting to Run. Think of it as "Taunt Overflow" if it helps with the concept any, in which excess Taunt is not "wasted" but rather used as insurance to prevent Runners. That way, overstacking Taunt is not a worthless endeavor at the character build level, since it would have a purpose and a use.

Are you using 'taunt' as a power-effect or as an alternate work for aggro? If you mean power-effect then ....sure this is one way to give melee characters runner control.

If you mean aggro then it could work for every character type, especially if the 'threshold' was adjustable based on any number of factors. These factors could be any one or combination of mob size, level, mob type, alignment, reputation, health, affiliation, power use ect.

Fireheart
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A 'Lunge' Power could also

A 'Lunge' Power could also partially solve this problem. Opponent turns to run and your distance-closing power automatically recharges, so you can take them down before they get away.

Be Well!
Fireheart

TheMightyPaladin
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I never used taunt because it

I never used taunt because it just didn't seem like something any of my characters would do.
Also it didn't seem realistic that a punk who had decided to run either to get help or because he'd just seen his friends get trashed, would come back because I yelled chicken at him.
Knockdown, & Grab attacks ARE Realistic.
They're exactly what most melee fighters Would do to stop a runner.
And even if it's a lot of work it is worth it because it will solve something we obviously acknowledge as a problem, and that will make it a better game.

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
https://www.youtube.com/channel/UC48O9dPcNVdeyNM4efAvX6w/videos?view_as=subscriber

islandtrevor72
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Quote: I never used taunt
Quote:

I never used taunt because it just didn't seem like something any of my characters would do.

Also it didn't seem realistic that a punk who had decided to run either to get help or because he'd just seen his friends get trashed, would come back because I yelled chicken at him.

Knockdown, & Grab attacks ARE Realistic.

They're exactly what most melee fighters Would do to stop a runner.

And even if it's a lot of work it is worth it because it will solve something we obviously acknowledge as a problem, and that will make it a better game..

The 'problem' as you describe it only applies to low level melee characters who don't have access to reliable mez powers.
The solution as you describe it is to give them additional abilities that are effectively mez powers. This is on top of any secondary effects the characters powers may already have such as KD, stun, slows, ect.

Sorry but this is an overkill solution to a non-problem as you describe it. Every low level character has gaps in what they can do its the nature of the game.

The better solution IMO is to modify runner frequency. It may be more realistic to see your foes run in terror, but its not always fun to have to chase them.

Incidentally, taunt does not have to be 'yelling chicken'. It can be limited mind control, feints, particularly frightening threats or anything else your imagination can come up with. That's why taunt is a vague power... to let you decide what it actually is doing.

TheMightyPaladin
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I Strongly disagree.

I Strongly disagree.
This thread exists because it IS a problem.
Realism is Never overkill.
And who cares if the problem only exists at low levels?
It exists!
Furthermore this just adds to my long list of reasons I hate levels:
If you can ignore a real problem by saying "it won't matter once you level up enough", then levels give us an excuse for not even trying to make a better game.
Furthermore, as I've already said, runners make sense
Realism actually demands MORE runners not fewer.
But both realism and the game demand that we have effective ways to deal with them.

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
https://www.youtube.com/channel/UC48O9dPcNVdeyNM4efAvX6w/videos?view_as=subscriber

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Realism only matters if the

Realism only matters if the game is attempting to simulate reality. Most games are not attempting to simulate reality. Most games take elements of what is 'real enough' for the game world and leave actual reality out of it.

I've lived in some very tough places, been in some very nasty places, and seen both bravery and cowardice. There is no hard rule to reality when it comes to the Flight, Fright, or Flight response. There are a number of psychological factors involved. Saying that "runners" are how it would work in reality is as much as a fallacy as to say that no one would run, or as much as requiring a video game designed around what is essentially a a modern day fantasy attempt to always accurately depict depict reality.

When. It comes to determining if a particular NPC should or shouldn't run, comes down to a number of factors. Certain NPCs may be "dumb", brainless, automatons, while others may be careless, or tactics driven, or cowardly. Some may be built with a sense of morale while others may be very independent and don't care about fallen comrades.

Runners in the early game or late game (which is not necessarily an issue of levels as any game can have an early and later portions of play), is more of an issue of asking, "is this intended behavior?" And then, "Does it work properly?" And then "Is this fun?"

The argument that level designed games are problematic because waiting for higher levels to have more capabilities can be just as much of an issue of free-form point based progression systems, or even in staged-progression games where new abilities are doled out over different stages of the game. The only option to void this is to remove forms of character progression.

There is truth in that no matter what is going on in the game, or at what point in the game, that the player has options at their disposal to negotiate the obstacle. This includes when an NPC runs away. Taking into consideration that we will attempt to avoid rooted combat, chasing down a runner can be a viable option. The point behind "later levels" really boils down to the fact that character progression will afford more opportunities for the player to build their character to deal with a variety of situations,mor tailor their build to opperate efficiently foe their desired play style. It does not mean that player will build their character for every contingency, but it does require the design allows the player the opportunity to gain a variety of tools to use during play.

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Actually Tannim I wasn't

Actually Tannim I wasn't arguing against levels, just pointing out that the argument my opponent had used was ruited in one of the problems of levels.
If you will recall, even though it was widely misunderstood and never really adressed, when I started a thread about the problem of levels I repeatedly said that I wasn't arguing for eliminating levels from this game (I don't like them but I accept them) I was trying to point out some of the problems created by using levels and asking how we planned to deal with these problems in this game.

As for realism vs fantasy I fully agree with what you said but feel that the level of realism I'm asking for is something most people would like.

Finally the obvious solution is to have more abilities of the basic punch, jump, run, interact variety, that everyone can use at the start of the game no matter what powers they choose.
Just add Grab and Trip attacks.
Then you can have improved versions of those basic abilities that we can take as powers, IF you want to, but you don't have to.

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
https://www.youtube.com/channel/UC48O9dPcNVdeyNM4efAvX6w/videos?view_as=subscriber

islandtrevor72
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Quote: Realism is Never
Quote:

Realism is Never overkill.

I remember reading a section of a PnP rpg that dealt with the subject of realism.
Basically it said that realism in the game seldom leads to fun. Instead of bogging the game down with endless dice rolls or countless tables to consult in the effort to provide realism one should strive for the 'plausible'. When you make the choice to ignore realism in favor of plausibility you give the illusion or reality without hindering the actual game.

So I am sorry but I think in most cases 'realism' is always overkill.

Quote:

This thread exists because it IS a problem.
.

Quote:

And who cares if the problem only exists at low levels?.

The thread exists because Cyclops doesn't like runners. Not because its a problem. His opinion is shared by others.
And I care if this problem is an imaginary one put forth because someones favorite class is not able to handle every situation easily. Every character has gaps in what they can do at low levels...or as Tannim put it 'early game'....its the way progression works. Or as I put it...the nature of the game.

Quote:

Furthermore this just adds to my long list of reasons I hate levels:

If you can ignore a real problem by saying "it won't matter once you level up enough", then levels give us an excuse for not even trying to make a better game.
.

If it was a 'real problem' I might see your point. But in this case (and in truth most of your complaints against 'levels') its the rules of the game to see gradual progression in a characters ability. You start less capable and grow into power allowing your character to do more and handle different obstacles.

Quote:

Realism actually demands MORE runners not fewer.

But both realism and the game demand that we have effective ways to deal with them.

Sorry man but even these arguments are a fallacy to me in the context of your complaint about it being a problem for low level melee characters. You want foes just to run away at the mere sight of you and want ways to stop them from running but ignore how a low level melee character just does not have the reputation to invoke this terror. And the limited capabilities that low level character has would hardly strike the fear of god in most foes of a superhero filled world. By the time your character does have the reputation and capabilities they now have the tools to deal with runners.
Or as I put it....this is a non-problem with an overkill solution.

Realism.... heh....its funny how the realism argument seldom gets used to support hindering a character. I mean inspirations, instantaneous self heals and the like are not really rallied against yet those don't exactly fall in the realm of 'realism'.

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Seriously dude?

Seriously dude?
I can't even respond to such stupidity.

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
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TheMightyPaladin wrote: Just
TheMightyPaladin wrote:

Just add Grab and Trip attacks.
Then you can have improved versions of those basic abilities that we can take as powers, IF you want to, but you don't have to.

"Grabbing" and "tripping" would be animations for the effects of a Hold and Knockdown. The grabbing animation is a bit trickier to pull off for a number of reasons when it comes to avatars of different sizes, though not impossible to resolve thankfully. But that's something else entirely.

The mechanics of the effect are the same. And there will be some melee offense with control effects in them. Plus, there will be Tertiary sets to choose from. Certainly, as the character progresses, there will be plenty of options at the player's disposal.

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Man I love the cowardly

Man I love the cowardly responses you provide when people disagree with your opinions. This is the second time you used a 'I know you are but what am I' type response.

Whats funny is that I originally supported your opinion on runners until you started demanding your view of realism be the only thing to consider. I even said what Tannim just said above about tertiary options that gave you what you ask for. But for some reason you could only support your view and by your own admission don't care what other think.

So ....yes Seriously dude.

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sarcasm/Wouldn't it be better

sarcasm/Wouldn't it be better if the mobs just ran straight at the hero as soon as they see him, then hand over their swag just before dropping dead of their own accord? I feel like that would save me a lot more time and energy than all this annoying "fight the badguys" stuff. /sarcasm

R.S.O. of Phoenix Rising

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Island

Island
The post I called stupid was not a serious attempt at discussion.
You deliberately misrepresented what I said and then mocked your straw man.
There's no way to respond to that.

If you try harder so will I.

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
https://www.youtube.com/channel/UC48O9dPcNVdeyNM4efAvX6w/videos?view_as=subscriber

TheMightyPaladin
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Island

Island
The post I called stupid was not a serious attempt at discussion.
You deliberately misrepresented what I said and then mocked your straw man.
There's no way to respond to that.

If you try harder so will I.

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
https://www.youtube.com/channel/UC48O9dPcNVdeyNM4efAvX6w/videos?view_as=subscriber

islandtrevor72
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Quote: You deliberately
Quote:

You deliberately misrepresented what I said and then mocked your straw man.

If you can explain how I misrepresented what you said I would be surprised.

You said the solution to the runner 'problem' was a way to stop runners. I said there were ways to stop them. You then said a small subset of characters lacked those powers and that was 'all you were talking about'. I explain how character progression means not every character will be able to respond to every situation especially at low levels. You respond by saying my position is stupid.

Meanwhile you hold realism up as the end all be all...going so far as to make the declarative statement that 'realism is never overkill'. Then instantly abandon that opinion when Tannim challenges it. I also challenge your view of 'realism' in the context of the game by providing an alternate view to which you say its stupidity.

Now I don't expect you to agree with every...or even any position I take. But attempts to obfuscate someones opposing opinion with outright falsehood in the progression of events is not appreciated.

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OK Surprise:islandtrevor72

OK Surprise:

islandtrevor72 wrote:

You want foes just to run away at the mere sight of you and want ways to stop them from running but ignore how a low level melee character just does not have the reputation to invoke this terror. And the limited capabilities that low level character has would hardly strike the fear of god in most foes of a superhero filled world. By the time your character does have the reputation and capabilities they now have the tools to deal with runners.
Or as I put it....this is a non-problem with an overkill solution. Realism.... heh....its funny how the realism argument seldom gets used to support hindering a character. I mean inspirations, instantaneous self heals and the like are not really rallied against yet those don't exactly fall in the realm of 'realism'.

This is misrepresenting my position.

I clearly pointed out that ordinary criminals in real life will often run away at the sight of ordinary policemen. I also pointed out that some criminals would be expected NOT to run.
Level never entered my argument until you brought it up because frankly it doesn't figure into my arguments, but I DID mention criminals running AFTER you've trashed their allies, which is the kind of thing they can actually see, unlike levels.

Next, as I've pointed out, the level of realism I'm asking for (Being able to grab or trip which any human being can and will do when the need arises, even with no combat training at all) is a level that I think a lot of other people would also like.

I know this is an unrealistic game and I do sometimes suggest limits on characters in the name of realism, also in the name of maintaining the feel of the game or in the name of game balance.

Also I don't see melee characters as a small subset of characters but as one of the most common types of characters.
And the change that I suggested would help everyone not just melee characters, because others might try to do something different while their controlling powers are cooling down or when the foes are resistant to the type of blast they're using.

Finally you misrepresented my proposal by leaving 2 big parts of it out:
1) Villains who flee can slow themselves down by shooting as they run, which also means they have a chance to bump into things or trip because they're not looking where they're going. Some might even stop completely to take hostages or wait in ambush.
2) We should be a ble to get a big reward by catching the boss or the suspect we're after, without having to chase down every runner.

I would also like to add now that they might even have a limit to how far they can run before they stop to catch their breath. Criminals are often not in the excellent shape heroes are. They have a lot of unhealthy habits.

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
https://www.youtube.com/channel/UC48O9dPcNVdeyNM4efAvX6w/videos?view_as=subscriber

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Quote: OK Surprise:.Not
Quote:

OK Surprise:.

Not exactly that surprising that you would use revisionist arguments in an attempt to support your claims.

Police are not the same as low level characters...trying to compare the two is silly.

You were the first to bring up level....not me...all you need do is scroll up.

The 'level of realism' you spoke of was a demand for more runners and a way to deal with them. My counter was I felt more runners would hinder enjoyable combat flow (so realism should take a back seat) and disagreed that 'a lot of people would also like.' Your devotion to realism (with the comment 'realism is never overkill') made you use that term as the basis for why certain things should happen....like your expectation that foes will flee just because you show up the way they do when the police show up.

I looked for a bit and couldn't find anything where you suggest limiting characters. Wasn't extensive so I could be wrong....

Melee characters are not the small subset I was talking about...its the low level melee character that you specifically said was all you were talking about. By your own admission they are the ones who have the issue with runners.

I also did not leave anything out of your proposal. I spoke of it back in my initial reply. You never commented on that so I felt there was no need to keep harping on something we both agreed upon and had little influence on if low level melee characters should gain powers to circumvent the very concept of gradual power progression.

You set the parameters of the discussion by claiming your only concern was making sure low level melee characters had tools to deal with runners. No point in you getting upset that I responded directly to that concern.

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OK I made a mistake and I

OK I made a mistake and I apologize.

But your claim that I'm offering an overkill solution to a non problem is still completely wrong.

And your claim that trip and grab are effectively mez powers is so wrong it makes me angry just reading it.

Also (and this is totally my fault) I realized later, and I failed to mention it, that this problem is Not limited to low level characters.
The Devs have promised that I will be able to have street level adventures at any level which is exactly what some of my characters will do. So punks running away will always be a problem since I'm still never going to use taunts.

and that's example of me suggesting limits on characters in the name of realism, the fact that in this very thread I already pointed out my own self imposed limit of never using taunts because I find them unrealistic, (also out of character for any character I would play).
I don't agree with your characterization of taunt as a vague power that could be anything you imagine. But something must has distracted me while I was reading your first comment the first time because I really don't remember reading that until this morning.
I honestly have a lot more experience suggesting limits when designing my own game than in making suggestions for this one. But I do want a certain level of realism and frankly that's part of why I hate levels again. They always and without any hope of an exception lead to unrealistic game play because levels are inherently unrealistic, especially at the lowest and highest extremes.

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
https://www.youtube.com/channel/UC48O9dPcNVdeyNM4efAvX6w/videos?view_as=subscriber

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Quote: And your claim that
Quote:

And your claim that trip and grab are effectively mez powers is so wrong it makes me angry just reading it.

I made that very ascertation and it is apt.
Breaking down the mechanics of the intended functions the ability to"Grab" requires a melee range action. A Grab would need to affect the target from taking immediate action - such as activating powers unless specifically designed to "break grabs" - and prevent the target from moving.

A Hold prevents the target from taking action unless the action is to break the hold. It also prevents the target from moving.

So, in terms for function within the fontext of this game's mechanics, Grabbing would be an animation used for a melee ranged hold.

Now let's take a look at "Tripping". A trip reauires a melee range action that would cause the target to fall down, momentarily preventing action; and require a return to a "ready state".

Mechanically, using a melee range attack that affects the target's vector, causing them to fall down. Once down, the target must get back up prior to taking any action. The trip, such as a leg sweep would be a melee range animation for a knockdown attack.

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Quote: But your claim that I
Quote:

But your claim that I'm offering an overkill solution to a non problem is still completely wrong..

Declarative statement aside... My opinion is that dealing with runners is not a problem at any level. At low levels a character is supposed to have difficulty keeping control of combat and high levels they have enough tools to do so. Because I don't find this a problem, giving extra starting powers is overkill to me, especially when you consider the tertiary powers which will fill that role fairly early in character development.
What I would find a problem is if runners were just thrown into the game without consideration for the gameplay itself. Something extra powers would not help with. Thankfully Tannim has said they were going to consider gameplay.
I feel I should point out that this is an opinion and as such is neither right or wrong...just like your opinion.

Quote:

And your claim that trip and grab are effectively mez powers is so wrong it makes me angry just reading it.

I honestly cannot think of a different way to classify trip and grab mechanics other than as a mez. Perhaps you could explain what you were thinking for this mechanic.

Quote:

The Devs have promised that I will be able to have street level adventures at any level which is exactly what some of my characters will do. So punks running away will always be a problem since I'm still never going to use taunts.

I think you might be setting yourself up for a letdown. While I have no doubt that there will be street crime at all levels, I think missions will follow a familiar ramping of conflict which means you will face more super foes, robots and military type foes at higher levels.

Quote:

I don't agree with your characterization of taunt as a vague power that could be anything you imagine.

That's your prerogative, but given that taunt will most likely be included in the aesthetic decoupling that all powers will, there is likely to be an animation that you can make fit any character concept...Maybe not upon release but eventually. I know I used to set up a macro that overrode the animation for taunt in CoH when it did not fit my character concept.

Quote:

But I do want a certain level of realism and frankly that's part of why I hate levels again. They always and without any hope of an exception lead to unrealistic game play because levels are inherently unrealistic, especially at the lowest and highest extremes..

The problem I have with 'realism' is it invariably slows gameplay down with endless activities like armor repair, supply gathering, repetitive search animations and so on. I just don't find that type of thing fun.
That includes the chasing down of foes unless there is gameplay reason for doing so such as preventing re-enforcements, stopping target foes escape, increased reward or anything that increases the difficulty of an encounter. A foe running away just so you can take pot shots as it runs is not interesting to me at all. That's why I think gameplay should win out over realism in this case.

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BUT there is a very important

BUT there is a very important difference that you mentioned without seeming to realize how important it is.
Melee Range!
That means you still have to chase them, this just give you a way to end the chase once you catch them, instead of them taking a little damage and continuing to run.
And if the target has defenses that cause damage when you get to close that's a big deal.
You could also add another difference by allowing the victim to do some other actions while grabbed or tripped that they couldn't while mezzed,
And you can't trip someone who's flying!

So it's a major difference.

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
https://www.youtube.com/channel/UC48O9dPcNVdeyNM4efAvX6w/videos?view_as=subscriber

Tannim222
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TheMightyPaladin wrote: BUT
TheMightyPaladin wrote:

BUT there is a very important difference that you mentioned without seeming to realize how important it is.
Melee Range!
That means you still have to chase them, this just give you a way to end the chase once you catch them, instead of them taking a little damage and continuing to run.

So what you refer to as a "grab" and "trip" are not in the sense melee applications but ranged applications. Sorry about the misunderstanding as I interpreted both in the context of melee actions, grabbing someone or tripping someone.

The mechanics are still the same, a hold effect and a vector changing effect.

This goes back to character progression. The character doesn't start out immediately capable of negotiating a majority of combat scenarios. Part of the growth of the character and learning curve of the player would be recognizing strengths and weaknesses of their character build for their desired play style and optimizing accordingly.

For the theorhetical melee centric character where the player wants some ranged capability for certain scenarios like opponents that run away, using Tertiary powers with ranged controls (highly customizable with our system to fit a variety of themes) may fit that gap. Or, taking combat mobility Tertiary powers that prove a lunge attack or a target vector attack to pull the target in. These are options that be me available through the character progression and as the player's knowledge of the game progresses.

TheMightyPaladin wrote:

You could also add another difference by allowing the victim to do some other actions while grabbed or tripped that they couldn't while mezzed,

Creating a grappling system separate from the control mechanics yet also simulates similar results would be a major investment of resources.the implication here is creating a layer of combat mechanics that every character would have immediate access to, increasing the complexity of character design from a development standpoint. Every layer of combat mechanics added takes more time to code and test. And honestly, is not necessary since the ultimate results are replicable by mechanics already present within the game.
Tripping a target, under the hood, is an effect that changes the target's vector, and effects their movement. Any collision, such as with hitting the ground, would require an animated state up in collision, and a sequence to return to a ready state.

TheMightyPaladin wrote:

And you can't trip someone who's flying!So it's a major difference.

Yes you can, if the power had sufficient range and was a vector changing attack such as a knockdown.

Or you could have a ranged power with an appropriate movement type debuff that reduces the target's flight state, causing the, to slow down and possibly not fly at all bringing them down to the ground.

It may not be set to loot like a melee "trip" but the mechanics are the same.

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TheMightyPaladin wrote: And
TheMightyPaladin wrote:

And you can't trip someone who's flying!
So it's a major difference.

You could 'Flip' someone who was flying, or otherwise destabilize their flight, in CoH.

I have to agree with Tannim, that the in-game mechanics behind Taunt, Trip, and Grab are all in the control/mez basket. They are powers that interrupt the NPC's actions and constrain them to perform other actions, at least temporarily.

I remember the frustration of being Level 1 and having one (somewhat) good attack plus Brawl. However, that never lasted long and, soon enough I was level 4 or 5 and actually had the beginnings of an attack-chain.

I admit, once I'd earned those Vet-reward (permanent) 'Temp' powers, leveling through the lowest content became much easier, but let's be honest, at least part of that was My Skill at using the powers I had, to get through the content. So, starting a character with two powers (instead of one) might make the lowest levels easier, but with a little practice, we'll shoot through them fast enough that we'll never notice the speed-bump... Well, except for the first or second time, when runners that run away might feel like a Good thing, giving us a chance to recover, before they come strolling back, so we can Finish Them!

I suggest that a player who worked through low levels without a mez-power to stop runners will know how to value those powers, when they unlock at higher levels. Or they'll learn to construct the Tazer temp-power and solve the 'problem' that way.

And, let's be Glad that they're not just yelling into their headset communicators the moment they see you, alerting Security and calling the whole Gang down on you! Right?

I think runners are sometimes annoying, but often useful. We, as players, just have to develop strategies for dealing with them.

Be Well!
Fireheart

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Semantics aside...It seems

Semantics aside...It seems that Paladin wants something that will already be in the game in some form. The sticking point seems to be that he wants it as an inherent power for all characters and the game is going to provide it as an optional power choice during character progress. If I am wrong please explain why.

I would like to ask if Paladin has considered that certain power sets will already include this type of secondary effect....the same way CoH had them ....KB/KD in a super strength, stuns in energy melee or slows with Ice melee for example? This coupled with the aesthetic decoupling will mean you would be able to choose animations that suit your character concept better and still get the effects you desire. Now I don't expect every power set to be suitable for every character concept...but the options should be MUCH less limiting. Is that something you have considered Paladin?

And Tannim...I understand you may not be able to answer this....but will the runner mechanic be affected by reputation or alignment in anyway (you don't have to go into detail)? I ask because to me runners (or even increased aggressors) would be a fantastic and moderately easy way to present the effect of reputation and alignment on foe behavior.

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Anything that would run away

Anything that would run away is probably not worth chasing unless it's going to warn the others. I used to focus on defeating bosses and elite bosses, who generally didn't run anyway.

R.S.O. of Phoenix Rising

TheMightyPaladin
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Tannim you misunderstood me

Tannim you misunderstood me again.
I Am asking for a [size=30]0![/size] range attack, not a ranged attack,
I was saying that that's part of what makes grab and trip attacks different from any mez power.
At least part of it.

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
https://www.youtube.com/channel/UC48O9dPcNVdeyNM4efAvX6w/videos?view_as=subscriber

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So you're saying that a melee

So you're saying that a melee range (zero range is just not workable) knockdown is not a mezz power? If your suggested grab and trip aren't mezz powers (hold and knockdown respectively) then what are they, what classification would they fall under?

To me, and I guess everyone else, a mezz power does not take range into consideration for it's classification.

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Further more, zero range is

Further more, zero range is something that is centered on the caster. If there is soemthing with zero range and a radius, this it is an area effect.
In theory, we could build a zero range, area effect power and limit the number of targets to 1 and require a selected target. But that would be pointless as the result is the same as making the power operate at melee range.

To put this another way, the standard reachable distance between two avatars is considered melee range.

We can require this distance to be bone-on-bone, that is one avaratar must actually 'connect' with the other. But we're not going that route for melee combat because we will have situations where there will be multiple melee combatants attacking the same target with limited actual spacing between avatars. As such, melee will have a standard range between opposing avatars. Where as bone-on-bone connecting would be prohitive to multiple players attacking a target and allow players to use collision detection between avatars to effectively prevent another player from using a melee attack on the same target. Seems silly, but some people...

Again I reiterate, mechanically speaking, the actions of tripping are the result of an attack that changes the target's vector, forcing them downward.

Grabbing, in the context of a hand-to-hand combat, is typically used for a couple of actions: placing your opponent in a hold, usually pertaining to a particular limb, the head, or multiple limbs (see any form of various submission holds in wrestling), or the grab is an attempt to perform a throw or takedown (takedowns usually are done as a lead-in for a submission), or you may grab at sometime simply to try and stop them from running (if not the clothing, and let's not get into grabbing clothing in context of the game), it'll be a limb - typically a shoulder or arm.

Any grab that is an attempt at preventing actions is mechanically (for the purpose of this game) no different than a hold. Unless you want to create a "grab" that doesn't prevent actions but attempts to stop any motion, than we're looking at a melee ranged debuff to movement.

[hr]I don't use a nerf bat, I have a magic crowbar!
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TheMightyPaladin
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OMG who said anything about

OMG who said anything about area of effect?
I'm talking about a Melee attack
A hand to hand attack
A single target attack with no range
I'm talking about grabbing someone or tripping them!

I can't understand how this could possibly be confusing

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
https://www.youtube.com/channel/UC48O9dPcNVdeyNM4efAvX6w/videos?view_as=subscriber

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Quote: I was saying that that
Quote:

I was saying that that's part of what makes grab and trip attacks different from any mez power..

Paladin ....Range is not the determining factor of deciding if something is a mez or not. Its the effect.

In CoH the ONLY melee power set that did not have a mez effect at some point was the fire melee. And that's only if you ignore taunt (which you say you don't like). Many melee attack sets even had a mez effect within the first two powers so you could have one at character creation. Then there was the power pool sets of Fighting, Flight, Leap, Speed and Teleport...all of which had a way to hinder or stop foes from running by level 4.

If CoT follows suit then inherent grab and trip powers do not fill a need...as you will already have somethin g similar or will VERY early in your characters development.

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Quote: I can't understand how
Quote:

I can't understand how this could possibly be confusing.

No one is confused about what you are asking for. They are explaining the mechanics of it clearly.
Perhaps you should take a step back for a bit and re-read much of what Tannim has said or ask questions if you can't understand it because its seems like you have missed important aspects of what he said.

TheMightyPaladin
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OMG So the whole problem is

OMG So the whole problem is that you guys can't speak freeking english and have to confuse everything with some damn game speak!?

This was a total waste of freeking time

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
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islandtrevor72
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You want plain English...

You want plain English....fine....
Attacks that stops foes from running away are already planned to be in the game....at all levels...including character creation.
Asking for more powers at character creation than was planned will slow development more than its worth in the gain.

Or in other words....you are getting what you want ...just not the way you want it.

TheMightyPaladin
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But will there be 0 range

But will there be 0 range attacks that stop foes in their tracks, that can use grab or trip animations?

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
https://www.youtube.com/channel/UC48O9dPcNVdeyNM4efAvX6w/videos?view_as=subscriber

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Quote: But will there be 0
Quote:

But will there be 0 range attacks that stop foes in their tracks, that can use grab or trip animations?

You are just going to have to accept a bit of 'game speak' here as its a fundamental aspect of the answer.

Zero range interaction between characters is not an easy thing to program into a game like this. It is possible but usually the best way to deal with it is to treat attacks as either melee or ranged. Melee range in games can be anything from 5-10 feet and anything beyond is considered range (for simplicity sake....there are situations where melee might encroach on range and range on melee).

What this means is it is less likely (not unlikely which is an important distinction) that you will see character animation that directly touch other characters. Seeing an actual grab where your character physically latches onto another character to prevent it from moving is tough to make work when you consider all the other aspect that can occur in normal combat. The same goes for the interaction between characters in a trip...though that is a bit easier.

What I suspect will happen is these trip and grab animations will operate like any other melee attack. You might remember in CoH how you would begin a melee attack on a foe who was running only to see the foe get far out of range and still get hit. That same thing is likely to occur in CoT....probably not nearly as often as it did in CoH simply due to advancements in programing....but enough that you may notice it from time to time. So you will begin the animation for a grab or trip and the idea is the foe stops in their tracks... this just may not be in direct contact between characters.... but it should not exceed the normal range of what your melee attacks normal reach to.

Does that make sense to you?

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Also, 'zero range' means that

Also, 'zero range' means that two characters are Merged, body-space to body-space. 'Melee range' means within the 3-6 foot reach of arms and weapons.

You appear to be stuck on your own words/terms and trying to force the game reality (and the rest of us posters) to conform to to those terms.

Here's what we are saying:
Range = Melee (hand-to-hand weapons)
Grapple = No
Effect = Mez-category
Animation = Trip-maybe, Grab-no

Please don't allow yourself to become upset about this. We ARE speaking clear English. You may not be hearing us clearly.

Be Well!
Fireheart

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I attempted to clearly state

I attempted to clearly state that zero range means that the effect is centered on the caster.

Most games define range as the distance between objects and / or avatars.

In order for a zero range power to be centered on the caster but effectively contact another target, the power needs range.

The most typical example of powers that start with zero range but the can also effect other targets are point blank area effects.

If you require some imagery to understand how this works, place your hand at your side. now you want to grab something. Your hand's range is zero. It does not move. You can only grab your side, not what you want to reach. In order for your hand to reach out, it must be given a range. Range can be determined as the length of your arm.

In the context if a video game, the range can be the avatar's emmission point, or bone structure, or even weapon's steucture (if we talking melee here) and that point can be set to make contact with the target's hit box. Tske the distance from the attacker's jit box to the target's hit box and you have a range.

Now in context for our game (not exousive to our game as many do this), a standard melee range is set that isn't reliant on bone collision of the skeletal meshes.

An example of a power from Cityof that had zero range and could "trip" targets is Dragon's Tail from the Martial Arts set. It had a range of zero, but a radius of effect. The mechanics of that engine were a low matnitude knockback, which since it was so low resulted in the target's vector changed to downward (knockdown).

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I think Fire and Tannim are

I think Fire and Tannim are missing what Paladin meant by zero range. I don't think he means center mass to center mass (or hit box or skeleton) ...he means direct contact between models. As in one models hand directly touching the other model.

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That woukd be bone-on-bone

That woukd be bone-on-bone collision. And even then, rhe length of the skeletal meshnkf the limb to the skeletal mesh of the target woukd be interpreted by a distance. And I already addressed that this is possible to do. There are games that have done and still do this. We however are not, as I stated that melee is being given a standard range to accomodate for multiple players (and multiple avatars of differing sizes, and the assthetic decoupling system which can cause an aatack to be animated as a hand-to-hand attack kr the same attack using a sword, or generating wind, or...)

If such were the case with the high degree of customization this game intends to have, it would be easy for players to design their character to have immediate advantages and conversely design a character with unintentional disadvanteges solely due to physical stature, weapons, or particular particle animations.

Since aesthetics are defiupled from mechanics, and we are not using bone collision for melee combat, the combat system is coded to with a relationship of distance known as Range. Range of zero means that the effect "has no range" it "goes nowhere" and is centered on the caster.

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islandtrevor72 wrote: I
islandtrevor72 wrote:

I think Fire and Tannim are missing what Paladin meant by zero range. I don't think he means center mass to center mass (or hit box or skeleton) ...he means direct contact between models. As in one models hand directly touching the other model.

In Arms Reach? Or Kick? :)

[img]http://i.imgur.com/1Ow1LA0.png[/img]

Its probably more like the 2nd one. Like Action Stars in a movie! ;D
You don't want players to be Exactly a certain distance, because you would get tired of being Out Of Range most of the time and needing to move up. Well, thats why Foes are so Nice to players and get up in your face so you dont have to move at all. ;D

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islandtrevor72 wrote: I think
islandtrevor72 wrote:

I think Fire and Tannim are missing what Paladin meant by zero range. I don't think he means center mass to center mass (or hit box or skeleton) ...he means direct contact between models. As in one models hand directly touching the other model.

I concede that Paladin may have thought of it that way, however, as Tannim explained, that's not how game-mechanics work.

Partly, the reason for that is in the difference between the 'size' of models. My maximum-tall character Rogue Nightwolf is much larger than my tiny character Kitten Dreams. Nightwolf would have to Bend Down in order to 'grab' Kitten, and Kitten would have to Fly, to reach higher than Nightwolf's knee. There would have to be a different 'Grab' animation for each of them, and every size between, in both directions.

The super-computer in Paladin's head is capable of calculating all of the physics of making contact between his body and another person's, to reach his 'zero range', in real-time, automatically, almost effortlessly. The very powerful computer on my desktop would take hours, at the very least, to do the same. And that's' IF it had a good program to tell it how to manage the thing.

Our video games are not capable of rendering that amount of realism, so game developers don't bother incorporating anything so complex. Instead, they produce animations that approximate something that might have a given effect, then count on 'mystic forces' and the player's suspension of disbelief to provide the linkage between cause and effect.

So, as Tannim was saying, there will be powers with animations and effects which may approximate 'Grab' and Trip'. They are not, however, going to be automatic free powers that everyone gets.

Be Well!
Fireheart

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Tannim222 wrote: That woukd
Tannim222 wrote:

That woukd be bone-on-bone collision. And even then, rhe length of the skeletal meshnkf the limb to the skeletal mesh of the target woukd be interpreted by a distance. And I already addressed that this is possible to do.

and

Fireheart wrote:

I concede that Paladin may have thought of it that way, however, as Tannim explained, that's not how game-mechanics work.

I know this. But Paladin frustrating said he wanted plain English not 'game speak' so using the same game speak in a different way is likely to fall on deaf ears.

Fireheart wrote:

Partly, the reason for that is in the difference between the 'size' of models. My maximum-tall character Rogue Nightwolf is much larger than my tiny character Kitten Dreams. Nightwolf would have to Bend Down in order to 'grab' Kitten, and Kitten would have to Fly, to reach higher than Nightwolf's knee. There would have to be a different 'Grab' animation for each of them, and every size between, in both directions..

That's not exactly true. There are animation shortcuts that would make grabbing differing human shaped model sizes a relatively simple fix. This would be done by using a selected part of one model and setting the animation to target another models selected part. One characters hand grabbing anothers wrist for example. The size of each model would be less of a stepping stone....barring the absolute extreme which is likely to fall outside the bounds of what we can create in the game.
The true issue here is non-human models and size differences that fall outside of normal limits. Here is an example of what I am talking about.
https://www.youtube.com/watch?v=mdYhKuzsTq4

Fireheart wrote:

The super-computer in Paladin's head is capable of calculating all of the physics of making contact between his body and another person's, to reach his 'zero range', in real-time, automatically, almost effortlessly. The very powerful computer on my desktop would take hours, at the very least, to do the same. And that's' IF it had a good program to tell it how to manage the thing..

This is a bit misleading as you are trying to confuse real world interaction with computer model interaction. While its true simulating a human interaction level between two object would probably require massive computing power the fact is it simply has not been done yet...look at advancements in bipedal robot walking in this movie
https://www.youtube.com/watch?v=5S4ZPvr6ry4
Notice how the robot is still aided by tension wires. This is just one of the projects and it is very impressive but still not exactly at the 'human' stage. Most of the robotic programs are at a similar stage in development.
However the illusion of the same interaction can be simulated using many of the tricks that have long been used in games. Take a look at this video
https://www.youtube.com/watch?v=vl895zXjfyQ
That's a game from WAY back in 1993 (and was recognized by the Smithsonian in '98). Creating a more advanced illusion of direct contact is all we need for the game and it would not be prohibitive in terms of computing power. It would however require more in terms of development and as Tannim says that's not how they are going.

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As I stated, bone-on-bone

As I stated, bone-on-bone detection is already possible. That is, it's possible for recognition when one avatar's skeletal mesh coming into contact with another skeletal mesh and setting this as a requirement for an effective "hit". UE4 handles this quite well. It can be prohibitive in a game designed with ease of play in mind where aesthetics are supposed to be decoupled from mechanics.

If this weren't the case, a model wielding a melee weapon would be a ale to reach their target sooner than a model with no weapon. A model with enlongated limbs (longer than the normal length) and a weapon even more so. A model with greater height (and thus longer limb length than a shorter model) would have more of an advantage.

This is what AI meant by players knowingly designing a character for advantages through the appearance of their character and other players unknowingly designing their look and building in unintentional weaknesses. In order to compensate for every possible combination of height, limb length, and weapon reach, a series of other advantages and disadvantages would be required, with notofications to the player each time they made a selection based on appearance, and then lots and lots of testing and that is without delving into the actual mechanics of the powers themselves. Since this game has aesthetic decoupling, we won't have to worry about all that mess and let appearance be appearance and combat mechanics be combat mechanics.

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TheMightyPaladin wrote: This
TheMightyPaladin wrote:

This was a total waste of freeking time

I wholeheartedly agree with this statement.

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Yup, trying to help someone

Yup, trying to help someone understand something is always a bad idea.....kinda like non-contributory smart alec remarks.

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In the English that I'm

In the English that I'm accustomed to:
0 range or no range can mean either the power only effects the person who has it or he has to touch the target.
That's why we call some attacks "ranged" and some attacks melee, or hand to hand. (I prefer to say hand to hand myself)
Ranged means it has a range.
Melee attacks and most defenses have no range.
An area attack may have a range, or it could be centered on the attacker, it has a radius to tell how big an area it effects.

By the way, it occurred to me that there is another big difference between a Grab and most of what I would call mental attacks (Mez). A Grab will immobilize the attacker as well as the target.
That obviously doesn't apply to Trips.

I admit I don't anything about the programming but a grab or trip really shouldn't stop you from doing anything except move.
The attacker and victim should still be able to attack each other. As Bruce Lee said "If someone grabs you, hit him".
Looking at it that way might make it easier to program ??????

Previously I've been given the impression that the biggest barrier to making grapling attacks of any kind is the difficulty of making the animations work when toons may come on many different sizes. The concept of having to create a whole new category of attacks was never mentioned before. (At least not that I'm aware of) I was going to suggest that grabs and wrestling moves be given 2 or even 3 sets of animations so they could automatically use a different one when there is a big size difference. It makes sense. You use different moves on opponents of different sizes, and different moves means different animations.
With that said I was not even hoping to see a real wrestling power set until long after launch but it would probably be easier to make than nunchaku, and I still want that too.

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When I said this was a total

When I said this was a total waste of freeking time I meant the time we spent arguing at cross purposes because I didn't understand what you meant. I do appreciate your trying to clear things up for me.

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
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islandtrevor72 wrote: Yup,
islandtrevor72 wrote:

Yup, trying to help someone understand something is always a bad idea.....kinda like non-contributory smart alec remarks.

I don't think "non-contributory" is a real word. Stop making stuff up. :)

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In game terms, 0 range means

In game terms, 0 range means that an effect has NO RANGE AT ALL. Meaning it is a defensive power, or an Area Of Effect emission centered on the user. Granite Armor had 0 range.

A melee attack, or hand-to-hand combat, MUST have a range of effect in order to be an attack that hits anything other than the user. This range is typically short, extending out to approximately 6 feet from the caster to accommodate the reality that nobody wants to have to move every time they attack just because the target flinched back a step.

THE ONLY TIME A 0-RANGE POWER IS AN ATTACK IS WHEN THAT ATTACK IS AN AREA-OF-EFFECT! Dragon-tail from Martial Arts in CoH was a 0-range attack with an area of effect that extended out to the full melee range.

If it helps, think of Melee range as reach, the distance that your character can extend their body or weapon in order to make effective contact with an enemy. Melee range is programmed with a set distance in the game so that no melee powerset has an advantage over another because of the size of the character or any weapons they use.

Now, onto your second point of tomfoolery, and I will try to put this as plainly as I can possibly conceive. (So simple a Republican could understand it!)

Any attack that causes an enemy to stand still (Grab) is a mez effect called an immobilize. If you immobilize an enemy IN ANY WAY, they are under a Mez Effect.

Any attack that causes an enemy to fall in place (Trip) is a mez effect known as a Knockdown. Anything that knocks an enemy down has produced a Mez Effect.

Any attack that prevents an enemy from attacking no matter what (Grapple) is called a Hold. If you have the enemy in a position where they can neither move or attack, they are under a mez effect.

A mez effect is a mez effect no matter what the animation or attack, or damage type is that caused it. Bane Spiders had an attack with the mace that caused knockdown. This is a mez effect. Martial Arts scrappers had a punch that caused the target to be stunned. This is a mez effect. Energy Blast users had nine attacks that could either send the enemy flying or knock them on their ass. This is a mez effect.

The type of attack DOES NOT MATTER if the end result is an enemy that is incapacitated in any way other than their HP being depleted. A punch that stuns is a mez. A sweeping kick that trips an enemy and knocks them down is a mez. A punch that sends the enemy flying twenty feet away is a mez is they survive it. Grabbing an enemy and pulling their pants off is a mez if it makes them stop for a moment and pull them back up!

Mez does not mean mind control, mez means ANY EFFECT THAT PREVENTS FREE MOVEMENT OR USE OF POWERS!

Now, I have a very basic suggestion for how to solve the runner problem entirely.

* If a mob is running to get away and hide, that mob is counted as defeated and all regular rewards are given as if the mob had been knocked out through combat as long as the mob is not currently under a power-induced fear mez. The mob should visibly despawn with an effect that is universal and unique to this combat result so that players have immediate feedback that this enemy has been defeated.

* If a mob is running to another spawn to get backup, well, it's going to be back soon anyways if you wait. If you don't want to wait...use all resources available or stop complaining. Games have limits. Character progression is necessary in order to give consistent rewards for time spent playing, and to provide for that feeling of 'Yes, I HAVE gotten stronger!'

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Quote: When I said this was a
Quote:

When I said this was a total waste of freeking time I meant the time we spent arguing at cross purposes because I didn't understand what you meant. I do appreciate your trying to clear things up for me.

I know man.....my comment towards Radiac was meant as a sarcastic response to his remark.

Quote:

By the way, it occurred to me that there is another big difference between a Grab and most of what I would call mental attacks (Mez). A Grab will immobilize the attacker as well as the target.

That obviously doesn't apply to Trips. .

This is not meant to be insulting, but the terms and definitions you are using have some pretty specific meanings in terms of game play. I am trying to not use game speak as much as possible so I am going to ask you to meet me halfway and learn a bit of game speak to avoid further confusion.
For example...Mez is not a mental attack in a game. Its an effect that hinders the normal actions of another. If you will just take a bit of time to understand some game terms you will see why it is difficult to discuss this when you require we use your terminology.

Mez is an effect that temporarily stops or hinders the normal actions of another. These effects include Holds, Stuns, Immobilizes, Knock Down, Knock Back, Knock Up, Charms and Sleeps. The actual animation is irrelevant to the effect. A hold can be mind control or it can be a lasso...a Knock Down can be kicking somebodys feet from under them or it can be creating an localized earthquake. Range is also not a factor in determining if something is a 'mez' or not. That mind control hold can be done by kikssing someone or shooting purple rings 50 feet out of your head. That knock down can be done but sweeping the leg Cobra Kai style or it can be throwing a boomerang at somebodys legs. If you need I can explain the actual effects for each type of 'mez' and different ways they could be done in the game.

I hope you can now see why I called your 'grab and trip' a mez. But if not let me explain a bit further.

The 'Grab' you describe (one where all it does is halt the movement of both combatants) would be classified as an 'Immobilize' with the disadvantage of it affecting both combatants. The animation would be along the lines of your character reaching out and grabbing a foe.
The 'Trip' would be a simple Knock Down. The animation would be something like a normal foot sweep.
If you still don't see how they are considered a 'mez' in game terms please ask us to explain it further.

Quote:

Previously I've been given the impression that the biggest barrier to making grapling attacks of any kind is the difficulty of making the animations work when toons may come on many different sizes.

Grappling animations between various toon sizes is a stepping stone but it is not the only...or even the biggest reason for grappling to not be included. This is a MUCH longer discussion and would sidetrack too much.
The easiest and quickest way I can explain why grappling attacks are very unlikely to ever be in the game is due to the way combat is being design for ease of play. Basically the game won't include direct touch attacks because of the difficulty in programming and the fact that requiring players to position characters with perfect placement for attacks to work would make playing a melee character a very undesirable endeavor for most. Instead the game will define melee as a set distance and range as greater than that. If you want to know more about this aspect I touched upon it a bit in post 55 and Tannim explains it much better in post 57 , 59 and 63.

Quote:

The concept of having to create a whole new category of attacks was never mentioned before. (At least not that I'm aware of) .

I honestly hope you can now see that what you are asking for is not a new category of attacks at all....and that all you are asking for increased capability at character creation.

Quote:

With that said I was not even hoping to see a real wrestling power set until long after launch but it would probably be easier to make than nunchaku, and I still want that too..

Sadly it is very unlikely you will ever see a wrestling set that focuses on grabs due to the way the game is being designed. As I said...the reason why grappling is probably not going to happen is a much longer discussion. As for chucks...I am still not 100% sure why those would be prohibitively difficult to include as the actual animation of them is not so difficult considering the style of combat the game is being designed for. But that is a discussion for another thread.

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Voldine wrote: Shouts some
Voldine wrote:

Shouts some stuff.

Way to help make a safe and inviting forum for those who don't have the same knowledge as you.....Feel big do ya?

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I have little tolerance for

I have little tolerance for pure stupidity.

All I did was say the exact same thing everyone else did with more emphasis on hammering the point through his thick skull with repetition.

Everything that was said previously was 100% clearly stated. I just needed to beat him over the head with a clue-by-four so that his IQ of 2 could finally understand it.

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Quote: I have little
Quote:

I have little tolerance for pure stupidity..

And I have little tolerance for pure ignorance.

Quote:

All I did was say the exact same thing everyone else did with more emphasis on hammering the point through his thick skull with repetition.

No...all you did was flex your e-peen to make yourself feel better. If you had made one single comment in the thread before you may have had an excuse to get all indignant and superior. As it is you saw a chance to belittle someone and jumped at it.

Whats more you were at best misleading in some of your statements about range and at worst just plain wrong.
And your 'very basic suggestion' on how to deal with runners is not very well thought out.
If you can be civil we can discuss it...if not then don't bother replying because I won't.

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TheMightyPaladin wrote: In
TheMightyPaladin wrote:

In the English that I'm accustomed to:
0 range or no range can mean either the power only effects the person who has it or he has to touch the target.
That's why we call some attacks "ranged" and some attacks melee, or hand to hand. (I prefer to say hand to hand myself)
Ranged means it has a range.
Melee attacks and most defenses have no range.
An area attack may have a range, or it could be centered on the attacker, it has a radius to tell how big an area it effects.

islandtrevor72 summarized this in post #70 and I went over this as well. But even without referencing typical game mechanics (which is the context we are using this being a video game and all) the basis for understanding what "range" is comes from the fundamental fact that distance is the space between two or more points. Any distance between to combatants is the "range" between them. This is part of why in boxing and other fighting competitions, a fighter's reach is important.

TheMightyPaladin wrote:

By the way, it occurred to me that there is another big difference between a Grab and most of what I would call mental attacks (Mez). A Grab will immobilize the attacker as well as the target.9

That is relatively simple to accomplish. Rooting (the term typically used when calling for an animation to halt any movement of the avatar) is already planned to be used in key powers throughout the game. I don't know if typical powers would use animations that forced rooting, especially if we're talking in context of stopping a runner - if the attacker was rooted and missed, the runner still out runs the attacker. Rooting in this context then ends up being a further hinderance to the player wanting to avoid having to chase down a runner.

TheMightyPaladin wrote:

That obviously doesn't apply to Trips. I admit I don't anything about the programming but a grab or trip really shouldn't stop you from doing anything except move.
The attacker and victim should still be able to attack each other. As Bruce Lee said "If someone grabs you, hit him".
Looking at it that way might make it easier to program???

Sure, the effect is calling for an immoblization status. An immobilized target can't move but is free to use other attacks (it can also teleport since teleports alter the target's - or in this case the caster's - vector to place the avatar at the designated location).
However, none of our status effects in this game will be binary. Everything has a scaling effect of some sort. An attempt to immoblize a target would hinder the target's movement speed for example. If the power's effect is sufficient enough to debuff all movement, then the target would be immobilized.

TheMightyPaladin wrote:

Previously I've been given the impression that the biggest barrier to making grapling attacks of any kind is the difficulty of making the animations work when toons may come on many different sizes. The concept of having to create a whole new category of attacks was never mentioned before. (At least not that I'm aware of) I was going to suggest that grabs and wrestling moves be given 2 or even 3 sets of animations so they could automatically use a different one when there is a big size difference. It makes sense. You use different moves on opponents of different sizes, and different moves means different animations.
With that said I was not even hoping to see a real wrestling power set until long after launch but it would probably be easier to make than nunchaku, and I still want that too.

There are several hurdles when it comes to creating an actual wrestling powerset. The first is setting all the animations to work with different sized avatars of bipedal shape. Possible, but lengthy time in coding and testing. Especially when speaking in context of a 4' tall avatar vs a 20' tall avatar.

Next is setting up a system of alternate animations that will actually work and look good based on all the possible size differentiations. While it is possible to design an array to trigger off specific animations referencing different arrays between caster and target size scale, it is getting everything to actually work and look good that can be problematic.

Then there is the concept resolving the concepts of joint-locks and submissions seen in wrestling combined with all of the above. Taking it a step further is the nonbinary control system we are using which would limit how effective attempting to place a status effect of a Hold on a target using a melee attack meant to look like say, a full-nelson-lock and it only partially working (mechanically speaking).

Another problem is resolving the multiplayer aspect and what occurs when multiple players attempt to use these 'wrestling' animations on the same target. One my jump to the conclusion of "first come, first to use the power", of which case we need to head back to the automatic alternate animations and force a change of animation on other attacking characters to something other than the wrestling animation because someone else got to use a wreslting animation first. On the surface this may seem "fair", but in the context that animations are meant to be decoupled from aesthetics, allowing players to decide the look of their character down to the powers, but then have that concept overrided because another player has the same concept and got to hit the target first.

Then there is the target's animations requiring alternate animations for every possible action when being affected by various 'wrestling' moves - at least in the grappling sense.

Then there are alternate animations for various movement powers, what happens when a wrestling move is used in flight for the attacker, for the target? What happens when super-speeding? One character wall crawling, the other not? - This reversed for who is attacking and who is the target. Flying on an object (like a disc / flying carpet, etc...). Then all of these if it is possible for non-bipedal characters.

Every animation in the game is actually more than "An" animation, it is muliple, and if a concept for a power set demands that there are alternate animations based on many factors like avaratar size differential, bipedal vs non-bipedal and more, the greater the complexity to resolve so everything works and looks right in every possible scenario.

That being said, it may be possible for 'simple wrestling' animations, if you want to count tripping (leg sweeps, oblique kicks) for knockdown effects, or throws (hip toss, pitch, shot-put) for knock-up or knock-back. Heck, knockdowns could be animated as choke-slams and body slams. The immediate issue that was brought up about this internally was the issue of auto-triggering alternate animations in the case of multiple players attempting to play the same animation on the same target. While it is possible to do, if it happens it won't be later until it does.

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And what Tannim just said is

And what Tannim just said is probably only the tip of the iceberg in regards to the problems that are associated with Grappling attacks. He didn't go into non-humanoid proportions, inanimate objects or targets that are just not human such as animals, vehicles or robots. Not to mention that issues such as lag, ease of play, targeting, power queing, power duration, animation decoupling and almost certainly a whole slew of things I did not think of would all need to be worked out as well.

Quote:

Especially when speaking in context of a 4' tall avatar vs a 20' tall avatar.

When you say this do you mean to imply that characters will able to be 4-20' tall or do you mean that some foes will reach that height. Cause I gotta say, having a team of 20' tall allies while I am 6' tall might be problematic.

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I was not wrong at all. As

I was not wrong at all. As far as the game is concerned, range is a measurement of distance. Anything within 'melee range' is within a certain distance of the user, and this distance is the same for everyone.

A range of 0 means the attack is centered on the user. If it is an attack it is an AOE because that is the only way for it to deal damage. Fire Sword Circle had 0 range, because it was a Point-Blank Area of Effect. Most activated defensive powers also have 0 range, but these are not attacks.

Facts, so misleading.

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Paladin, don't let Voldine

Paladin, don't let Voldine confuse you with those posts. Its probably best to just ignore Voldine's comments entirely but that's up to you.

Instead I suggest you read Tannim's posts 59 and 63 to get a more accurate description in regards to a type of zero range combat that CoT won't be using and the melee range combat style the game will be using as well as some brief whys. Izzy's picture in post 60 will also help you understand the difference between the two a bit better.

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islandtrevor72 wrote: When
islandtrevor72 wrote:

When you say this do you mean to imply that characters will able to be 4-20' tall or do you mean that some foes will reach that height. Cause I gotta say, having a team of 20' tall allies while I am 6' tall might be problematic.

The former.

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Uggh...not a fan of that....

Uggh...not a fan of that.... its not a deal breaker....but still...was not really looking forward to a camera manipulation mini-game in CoT.
Oh well, I'm sure I will be grateful and take full advantage of that range in height at some point, just like most everyone else.

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Why would they be confusing?

Why would they be confusing?

Range versus area. If it is an attack it must have at least one of the two. If it has no range then it is an area attack, like foot stomp, combustion, mud pots, quills, all of the 'Nova'-style nukes. Those are all attacks with no range at all. They affect an area.

All other attacks have a range. For melee, this is about 4-6 feet. Fire breath, flurry, ice sword, total focus, haymaker, stone hammer, energy transfer, bash, kick, punch, air superiority...all melee attacks, all with a maximum range that stays the same for every character. If an enemy is within melee range, they can be attacked.

This is very basic stuff, really. Asking for an attack that has 0 range and doesn't have AoE is asking for a power where you punch yourself in the face. It's that simple.

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Quote: Why would they be
Quote:

Why would they be confusing?

As the conversation has settled I can explain what I mean.

The type of '0 range' and 'melee range' you are talking about only pertain to CoH ... and CoT according to Tannims confirmations.
What was being asked for by Paladin was a different style of combat...one where '0 range' means direct contact between models.
If you want an example of what '0 range' can mean in relation to combat take a peek at this video (its funny as well, especially later in the video)....
https://www.youtube.com/watch?v=R1_cKlPIUI8
As you can see....direct contact melee combat or '0 range' melee combat is entirely possible and in this case it is not 'punching yourself in the face'. The hit detection in this game is based on the models mesh (including the arms) and not a predetermined range of distance.

When you made the declarative statements:

Quote:

A melee attack, or hand-to-hand combat, MUST have a range of effect in order to be an attack that hits anything other than the user.

and

Quote:

THE ONLY TIME A 0-RANGE POWER IS AN ATTACK IS WHEN THAT ATTACK IS AN AREA-OF-EFFECT!

You were either ignoring and by that omission, being misleading about alternative combat mechanics that can be used...or you were just wrong if thought this was the only combat mechanic possible in games.

Considering this was a major aspect of what was being discussed and the fact that Paladin seemed to need a bit more to understand the difference between the combat he was asking for and the combat the game was going to have you did little to correct that with your exclusive description of one style of combat.

Further the following is likely to confuse

Quote:

If it helps, think of Melee range as reach, the distance that your character can extend their body or weapon in order to make effective contact with an enemy.

All of your previous definitions of 'melee range' do not take a characters body or weapon into consideration but describe it as a set distance from the character model. So when you now say 'think this way' it can be taken to mean that 'melee range' requires characters to make contact. Which is not what you meant but exactly what Paladin wanted.

Just to reiterate, the reason why your comments about range can be confusing or misleading is that they only discuss one type of combat and ignore any other combat mechanics (an integral part of the conversation). The reason why you could be wrong is if you weren't ignoring other combat mechanics but instead were simply unaware that others existed.

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islandtrevor72 wrote: If you
islandtrevor72 wrote:

If you want an example of what '0 range' can mean in relation to combat take a peek at this video (its funny as well, especially later in the video)....https://www.youtube.com/watch?v=R1_cKlPIUI8<

I didn't stay with it to the end, but the 8-man rumbles at the beginning were hilarious!

Be Well!
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islandtrevor72 wrote: Uggh..
islandtrevor72 wrote:

Uggh...not a fan of that.... its not a deal breaker....but still...was not really looking forward to a camera manipulation mini-game in CoT.
Oh well, I'm sure I will be grateful and take full advantage of that range in height at some point, just like most everyone else.

I'm sorry! I replied in haste and mixed the order of points asked in the original question. It is mostly the latter (enemy height). Though we would like to have a growth power in the game, it would be rather limited for interiors, but there are possibilities for exterior maps. Rather like CO but hopefully improved.

islandtrevor72 wrote:

As you can see....direct contact melee combat or '0 range' melee combat is entirely possible and in this case it is not 'punching yourself in the face'. The hit detection in this game is based on the models mesh (including the arms) and not a predetermined range of distance.

To be completely clear, that isn't entirely true. Any engine of worth used to run the game should still be capable of proper gauging of detection between meshes. In this case the exact reach of each mesh's arms is the "range" of contact when they are attempting to connect. The skeletal mesh would be designed at first with a skeleton the bones of the limbs would have a measured length. All of this can still be interpreted as the necessary distance required for the limbs to connect to another mesh.

As I said earlier, we can actually do this in Unreal4, but can end up probihitive to this game's design scope in conjunction with the wide range of aesthetic customization to use in general combat. It may be used at some future point as possible alternate animations for knock attacks to look like throws and takedown attacks.

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Actually despite the fact

Actually despite the fact that for PROGRAMMING purposes you have to allow melee attacks to reach like 6 to 10 ft, I still think of them as having no range or 0 range because in actual game PLAY it's always implied that you actually touch the target. I've always thought that if the animation failed to actually show contact it was just a limitation to the graphics capability that I'm perfectly willing to ignore. It's not immersion breaking to see my character throw a punch that clearly doesn't connect but still causes damage and might even knock the foe down. For me hand to hand attacks are and always will be 0 or no range. I'm not a programmer and I have no reason to see them otherwise.
Seriously guys you SHOULD have known what I meant, and responded in english because anyone who wasn't stuck so deep in his programming problems would have with no problem. You're a bit out of touch, sorry.

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No, I'm sorry, Paladin. You

No, I'm sorry, Paladin. You were using your own terminology. That means you were not communicating clearly. And, if you examine our responses, we Did understand what you said, we just replied using the common terms that games use. Then you misinterpreted our responses, because you refused to accept Our terminology. That happens, even when everyone is completely fluent in the same language.

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Quote: I'm sorry! I replied
Quote:

I'm sorry! I replied in haste and mixed the order of points asked in the original question. It is mostly the latter (enemy height). Though we would like to have a growth power in the game, it would be rather limited for interiors, but there are possibilities for exterior maps. Rather like CO but hopefully improved.

I'm happy to hear that. Thanks for clearing it up for me.

Quote:

To be completely clear, that isn't entirely true. Any engine of worth used to run the game should still be capable of proper gauging of detection between meshes. In this case the exact reach of each mesh's arms is the "range" of contact when they are attempting to connect.

I am not sure why you brought up the engine as I would think pretty much all game engines are able to gauge detection between meshes.
Heck this is something that pretty much every 3d art studio program can do...
While you could call each mesh's reach the 'range' of contact and be technically correct it seems a forced definition. By using that definition you can include a characters movement from one location to another and add this to the 'range' as well.
Regardless the point I was making was that there is no separation between two meshes at the point of interaction.

Quote:

The skeletal mesh would be designed at first with a skeleton the bones of the limbs would have a measured length.

Honestly the only place I have ever heard the term 'skeletal mesh' is from UDK (or plugins that allow 3d programs to import/export to/from UDK).... everywhere else I have heard it described as a 'rigged model/mesh'. Its possible that I missed this term somewhere along the lines of teaching myself 3d modeling because game design was not my focus but I doubt it. As I understand it a skeletal mesh is a way to organize an animation ready model for gameplay.... sort of a specialized hierarchy menu. I ask because I REALLY don't want to have to go and learn all about skeletal meshes if its just UDKs terminology for something I already know as something else.

Quote:

All of this can still be interpreted as the necessary distance required for the limbs to connect to another mesh.

The required distance would be zero would it not? Anything greater than zero distance between the two they are not connected.
Sorry...that was me just being a little sarcastic. I get what you are saying...and yes there are multiple ways to interpret this distance. That's why in my previous post I discuss those multiple ways and clarify how I am interpreting them for each in relation to my comments.

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Quote: Seriously guys you
Quote:

Seriously guys you SHOULD have known what I meant, and responded in english because anyone who wasn't stuck so deep in his programming problems would have with no problem. You're a bit out of touch, sorry.

Every word used was English. Even the words used to describe the words we defined differently.
Words can mean different things when used in different contexts. A 'loose leaf' can have a very different meaning in a class room than it may on the forest ground.
If you are unwilling to even try and understand the terms as they are in this context then you cannot expect anyone else to take the time and play interpreter for you.

Again you bite at people trying to help you....sorry but that's the third strike.

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Island

Island
Jargon is not standard english.

Fire
0 range means you touch that's standard english
Mez is definitely NOT standard english
Your responses were defiantly Jargon

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Okay, you thick little piece

Okay, you thick little piece of shit, let's start over.

If you are touching someone, unless they have bumped into you, that is not 0 range. That is however far you have to reach in order to touch them. This is simple logic. If someone is standing two feet away and you slap them they are not suddenly right up against you dry-humping your leg. Until they move, they are still two feet away. That's two feet of RANGE between you and them.

To use the very simple definitions and mechanisms involved in Dungeons and Dragons, 0 range is the same thing as 'Centered on the caster.' Melee range is anything that requires a melee attack roll to hit the target, and targets in D&D can be up to 8 in-game feet away and still attack each other with melee weapons since each 'occupied space' is a 5-foot by 5-foot square. Melee is not 0 range. Melee has inherent range in the concept.

Just because you THINK a range of 6 feet on melee attacks for the sake of convenience is the exact same thing as 0 range doesn't make you right. In fact, it makes you a blithering imbecile incapable of comprehending what everyone here has been saying the entire time purely because YOU INSIST ON USING YOUR OWN PERSONAL JARGON WHEN WE ARE TELLING YOU THE ACTUAL WORDS INVOLVED!

They may not be standard English, but they are very much common terms among both programmers and players of games. It is YOU who has decided that they are not common linguistics, not we who are using 'incomprehensible jargon.'

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And my responses were based

And my responses were based entirely on what had been said previously by people trying to communicate with the inbred moron insisting that we use his terms and definitions instead.

I wasn't imposing my own limited understanding on the conversation. I was very much trying to clarify the exact terms and realities that had been previously stated.

If I were to impose my own terms on the conversation, I would have started off talking about Dungeons and Dragons 3.5 edition and how melee range is determined there along with the specific scales used to determine creature size, occupied space, inherent reach at larger sizes, and how two characters occupying adjacent spaces and hitting each other in combat could still be nearly 9 feet apart since each and every space is 25 square feet of surface area. Coming along with that would be a long discussion of how range is determined with regards to spells, which would be the closest thing in D&D to the powers system involved in this game since everything in D&D4 is complete garbage. That would have brought up things like melee attack rolls, resolving touch spells as melee attacks, spells that form weapons requiring a melee attack to deal damage...

I was using the established reality, not my interpretation of it.

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

Island
Jargon is not standard english.Fire
0 range means you touch that's standard english
Mez is definitely NOT standard english
Your responses were defiantly Jargon

The terms being used may be most understood as gamer-speak or as a form of slang.
In on-line gaming circles Mez has been used since the late 90's.

It is only in the most strictest since that "touching" someone requires a range of 0, if aboslutely no movement is necessary to aquire a "touch".

Even the length of a limb in a video game can cover a distance necessary for gaining a "touch" on a target. Even if the intent is to impart 0 range = touch, the designer has still imparted the sense or a necessary range for the ability to touch to occur. As players play the game, the would have to intuitively learn whatever the effective reach of the character is. That reach is a measurable distance, and therefor is technically speaking, the effective range for the desired effect to occur.

Now, let's talk strictly about the request of using "0 range" for THIS game. In THIS game, a range of 0 centers the effect on the caster. Any attempt to have an effect go from the caster to its target will have a range value.

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