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3 Quick Questions for the Devs

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Cinnder
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3 Quick Questions for the Devs

I recently went back to another MMO I had tried and left a long time ago, and I noticed two things that annoy me that I think our old City did much better and one that I think this game handles in a more convenient way. So in looking to the future, I was wondering:

1) Will CoT combat automatically turn our characters towards the target when we activate a combat power, as our old City did?

2) Will CoT combat display enemy health bars on the enemy as our old City did, and not up in a corner somewhere that forces me to look away from the action to see how wounded the enemy is?

3) Will CoT (unlike our old City) have a temporary inventory space for drops so that if your inventory fills up during a mission you don't have to stop and empty it if you want a chance at more drops? This game gives you an hour to finish what you're doing and get back to a safe space before you have to sort out what you want to keep and what you want to throw away or sell. After an hour the items you never picked up are lost, but it keeps the flow of the action going without causing the loss of rewards. Luckily this is all automatic and you don't have to click bodies to loot them.

Note that I wouldn't want to force any players to accept these behaviours if they can be implemented as personal options.

Thanks for your time.

Spurn all ye kindle.

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If I may treat these

If I may treat these questions as suggestions, +1 to all of them with a special extra + to the first one.

And I'd also love to hear the answers to these questions if the devs have made any definite decisions. If they are still to be decided, please refer back to sentence one of this post :).

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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1. I will have to check on

1. I will have to check on this to verify. It is a common advent of tab-targeting type systems.
2. Yes.
3. Inventory space management has a purpose in design. There should always be reasons behind the amount of space provided to start, any that can be earned additionally, and the total amount of space capable of being obtained. Adding temporary space does not automatically resolve any space management problems people may come across. All it does is add another layer to the problem that many will run up against anyway. If anything it delays the inevitable.

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Thanks, Tannim. I look fwd

Thanks, Tannim. I look fwd to the extra info.

I asked about no. 1 because I haven't found it in any MMO other than our old City.

As for 3, I agree: it's certainly no solution to or bypass of inventory management as a whole. But that delaying of the inevitable has an upside: it allows the action of the mission to flow uninterrupted, letting folks deal with the inventory issues later when things calm down.

Spurn all ye kindle.

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Giving people temporary space

Giving people temporary space on a timer is something I personally would not do. I would give people some amount of personal wallet space and then let them unlock more through play and/or pay for it in some way with real money or Stars.

If anything, start people with a "wallet" of a set size, then give an indicator bar on the HUD of how full it's getting so that people actually have a prompt to look at it and delete the crap they don't need more often.

A game with more limitations by rule has more places where exceptions can be made to exceed those limitations by unlocking stuff or paying for stuff, etc. That's what I would want. But that's just me.

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# 3 may lead to that,

# 3 may lead to that, sometimes. It can still end up happening. And which means the "problem" was never really solved. And to players that start the game with this mechanic in place will likely end up in the same situation eventually, having filled their temporary inventory and needing to deal with the management at an inopportune time.

Chancs are that if you felt how the old game handled inventory was an issue where an extra hour was needed, and if a game had a simlar item accumulation rate and started with that extra hour, players will still end up feeling they didn't wither have ehough space or time.

While having a full inventory doesn't necessarily force the player into inventory management with the threat of item loss. If the base inventory getting too full becomes an issue for the player, it may encourage the player to seek out the in game methods for oncreasing inventory or puchasing addional inventory from the cash shop.

Even then a common (if exaggerated at times) mmo complaint is that there is "never enough inventory".

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I just hope we have a

I just hope we have a Dropdown option to change the location of the Status Bars.
ex:
[img]http://i47.tinypic.com/2hxvbrr.png[/img]

I really didnt like how in CoH/V, i had to search for the status bars (top) for Giant Monsters when i was fighting one at its feet.
Especially if there's more than one very tall Giant Monster and I cant have all of them targeted to monitor their status.

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Izzy wrote:
Izzy wrote:

I just hope we have a Dropdown option to change the location of the Status Bars.

I've seen this sort of thing as a Mod in other games. Sometimes the modded display is so... ornate, that it's barely usable, but the display in Izzy's picture does look nice. Of course, if one simply LOOKS at the 'Target' display in the UI, all of the information is perfectly visible, right?

Be Well!
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The game in question seems to

The game in question seems to have no limit on temp inventory slots, so people don't run out of it. It's limited only by time, which means players can't use it as long-term storage -- only as something to tide them over till they are done with fighting. Also, Radiac, the game does also do what you suggest and sells additional, non-timed storage (bag) slots, so that doesn't seem to be a conflict.

However, Tannim, you bring up a good point when you mention how the old game felt. Now that I think about it, I actually never had much problem with inventory management there, because we weren't constantly flooded with piles of lark's tongues and gnat eyelashes as we are in most other MMOs. Maybe the only reason item 3 seemed good to me was because I had actually forgotten how little of a problem it was in the old game. If CoT will be roughly the same as the old City with inventory and drops, then I don't think item 3 is actually that important after all.

I'd still very much like to know about item 1 though, being the most important to me of the three questions. I dearly hope I never see the "you are not facing the target" message in CoT... :-o

Spurn all ye kindle.

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I agree with Cinnder that

I agree with Cinnder that just having less junk to have to manage is probably the best solution. That stuff, and the sale of it to NPCs for set rates of INF led to a lot of INF inflation in CoX too, according to Extra Credits, and most other people in the know. I mean, if you think your game is set up such that a Carbon Rod is supposed to be worth about 100INF, then you should probably make them drop infrequently enough that they're actually traded for that in the game at large. All that would mean is coding up the game item drop rates to make all items drop a lot less frequently. That or code up the NPCs to pay reasonable market prices for stuff, and have them NOT buy junk that's flooding the market at the moment. After enough people delete enough Carbon Rods, they'll get a little more scarce again, I would expect. Market forces, supply and demand, elasticity, etc.

If you know you have about X missions worth of space in your personal inventory, then you know how often the game expects you to go sell stuff off or whatever. The only real caveat in CoX was that you had to keep at least one recipe slot open at all times just in case a Purple dropped on you at random. And that could only happen at level 50 anyway, when you had a lot of space. And only a total cheapskate is going to be THAT annoyed that they have to delete some other recipe that might get them 50k in INF in order to leave that space open. When I played my Mastermind, I used to do 6-7 missions per day during the summer. One Dark Astoria daily, which usually yielded one or two Tip missions, then I'd chain together 5 tip missions, then I'd do the Alignment Mission if available to get the Hero merit. In doing that, I got like one random purple per month on average and about 5 million INF per day just from the INF dropped and other junk, the most reliable and lucrative being the common level 50 IO recipes, which sold to NPCs for like 100k each. I don't remember having to sell stuff to the NPC being as huge burden, or having to do it all that frequently to the point where it became an annoyance. I generally performed a junk dump like once per day after I was all done with the missions, as I recall. I think that's perfectly fine.

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Radiac wrote:
Radiac wrote:

I agree with Cinnder that just having less junk to have to manage is probably the best solution. That stuff, and the sale of it to NPCs for set rates of INF led to a lot of INF inflation in CoX too, according to Extra Credits, and most other people in the know. I mean, if you think your game is set up such that a Carbon Rod is supposed to be worth about 100INF, then you should probably make them drop infrequently enough that they're actually traded for that in the game at large. All that would mean is coding up the game item drop rates to make all items drop a lot less frequently. That or code up the NPCs to pay reasonable market prices for stuff, and have them NOT buy junk that's flooding the market at the moment. After enough people delete enough Carbon Rods, they'll get a little more scarce again, I would expect. Market forces, supply and demand, elasticity, etc.
If you know you have about X missions worth of space in your personal inventory, then you know how often the game expects you to go sell stuff off or whatever. The only real caveat in CoX was that you had to keep at least one recipe slot open at all times just in case a Purple dropped on you at random. And that could only happen at level 50 anyway, when you had a lot of space. And only a total cheapskate is going to be THAT annoyed that they have to delete some other recipe that might get them 50k in INF in order to leave that space open. When I played my Mastermind, I used to do 6-7 missions per day during the summer. One Dark Astoria daily, which usually yielded one or two Tip missions, then I'd chain together 5 tip missions, then I'd do the Alignment Mission if available to get the Hero merit. In doing that, I got like one random purple per month on average and about 5 million INF per day just from the INF dropped and other junk, the most reliable and lucrative being the common level 50 IO recipes, which sold to NPCs for like 100k each. I don't remember having to sell stuff to the NPC being as huge burden, or having to do it all that frequently to the point where it became an annoyance. I generally performed a junk dump like once per day after I was all done with the missions, as I recall. I think that's perfectly fine.

I doubt it's an issue if you are soloing since you can stop at any time to evaluate your inventory. I used to give people time to "go sell" after missions when I ran pickup teams too. Any time I wasn't the leader it seemed like I had more trouble since most of them seemed to move really fast. Stopping to clear out junk inventory could slow down the team. Especially if you are playing a Tanker or buffer/debuffer.

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If you're talking about

If you're talking about having to stop and sell off during one of CoX's many very long TFs, I agree that this may have been the most problematic time when inventory management became an issue. But in those cases I would blame the very long lengths of some of the TFs for that more than the inventory space management mechanics.

I mean, EVERYBODY had to sell off during a TF at some point, if people were willing to cooperate, you'd do it together, if not, everyone would just go do that on their own and end up late for the next mission. Worst case, someone had to level up, go to the Auction House, then craft some stuff, then come back, missing like a whole mission. If you can't wait until after the TF to do that stuff, that's your problem. You either throw a temporary SO into that new power and get back to the action, or you take more time to slot it up better at the expense of TF mission rewards etc. Your call, as a player. I don't think this ought to prompt the devs to give everyone infinite storage, even only temporarily.

I know some people are so freaking cheap that they cannot STAND having to delete the cheaper items to make room for what might come later, and they'll complain about it too, but you can't cater to that kind of stuff all the time and then end up with a game worth playing. If the game isn't causing you to have to make decisions, it's boring.

Some complaints, to me, are just people complaining that they can't have their cake and eat it too. "I like cake. I possess cake. I eat cake. I've noticed that after I eat the cake, I no longer possess that cake which was eaten. Devs? Lil' help?" While its true that through the magic of computers these problems COULD be totally removed, I think having a robust game to play means imposing limitations and forcing the player to make decisions. This is a necessary thing for games to have, though it may be inconvenient at times, but trying to solve that problem by complaining to the devs to remove it by force of code is tantamount to asking for infinite cake, to me.

I mean, if you reduced the leveling up process to "Walk down a hallway and click the glowwie, congratulations, you're level 50 now!" somebody would STILL complain that the hallway has too many turns, the glowwie is too hard to find, and the time it takes to interact with the glowwie is too long. Let's not whittle down the game to the point where it's just "Push the easy button and win.".

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Radiac wrote:
Radiac wrote:

I know some people are so freaking cheap that they cannot STAND having to delete the cheaper items to make room for what might come later, and they'll complain about it too, but you can't cater to that kind of stuff all the time and then end up with a game worth playing. If the game isn't causing you to have to make decisions, it's boring.

I don't think I'm ready to go that far. I wouldn't want to impose my standards on others. "Cheap" to us might not mean the same thing to someone else. I think I remember reading some long post on the old forums about making the most influence and someone sold [b]everything[/b]. It's a different playstyle than mine for sure and I don't have the patience for it.

I'm like you, I just deleted the cheap stuff. (Although a newer player might not know the cheap from the expensive stuff) If I remember right, I had a keybind telling everyone I was pausing for a second to "manage inventory".

I don't think the suggestion here is eliminating the decision as much as hitting the pause button on the decision when it would be less intrusive to other players. I also don't mind the idea that a newer player would have time to find out what items are worth keeping.

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If the decision in front of

If the decision in front of you is this: Do I stop what I'm doing and go sell off stuff now, or do I continue to mission completion, deleting some cheaper stuff to make room?

Then I would argue that allowing people to put off that decision until after the mission is over is tantamount to removing the decision entirely. You no longer need to stop and consider your options in mid-mission, ever, now. You just stop after the mission, like you always wanted to, and sell then, having lost nothing and having avoided any kind of meaningful decision point in the game in terms of inventory management. The decision is effectively gone. The game is now easier, and thus, less of a game. A game with no decisions to make is not a game. There is only a game there if there are decisions to make, and sometimes those decisions are not easy or enjoyable ones, but that's part of what makes a game a game.

The whole point of having finite storage space is that it makes management of such more of a game. Its also for realism, I guess. You can't expect to be hauling around an aircraft carrier full of stuff, not even for just an hour. Of course, nobody complains about immersion when it gets broken in favor of the player, so the devs can stretch that as far as they want.

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Radiac wrote:
Radiac wrote:

If the decision in front of you is this: Do I stop what I'm doing and go sell off stuff now, or do I continue to mission completion, deleting some cheaper stuff to make room?
Then I would argue that allowing people to put off that decision until after the mission is over is tantamount to removing the decision entirely. You no longer need to stop and consider your options in mid-mission, ever, now. You just stop after the mission, like you always wanted to, and sell then, having lost nothing and having avoided any kind of meaningful decision point in the game in terms of inventory management. The decision is effectively gone. The game is now easier, and thus, less of a game. A game with no decisions to make is not a game. There is only a game there if there are decisions to make, and sometimes those decisions are not easy or enjoyable ones, but that's part of what makes a game a game.
The whole point of having finite storage space is that it makes management of such more of a game. Its also for realism, I guess. You can't expect to be hauling around an aircraft carrier full of stuff, not even for just an hour. Of course, nobody complains about immersion when it gets broken in favor of the player, so the devs can stretch that as far as they want.

That does definitely remove the decision to sell every drop you get so there is that.

I realize you and I don't care about selling everything we get of course so it won't effect us. I never actually had an issue with it personally. But not everyone played like I did.

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I'd like to point out that I

I'd like to point out that I don't expect the game (CoT) to give us such small inventory space that we could start a mission with zero stuff and end up having to sell off before it's over. I personally expect that in order to arrive at the decision point I mentioned you'd have to roll up a few missions worth of stuff, then go into that 5th or 6th mission with the question on your mind of "Should I sell now or wait and do another mission first?" etc. People who want to get, and sell, everything without deleting would have to stop and sell more often, to be sure, and they would then be more likely to want to do content that might unlock additional storage space or maybe they purchase storage space, etc. I'm fine with those answers to that problem, because pack rats are going to be pack rats and there's always more junk. Giving people essentially infinite storage space "but only for an hour" is no different than just having "infinite storage space, period", if you were already planning on going to go sell off within the hour anyway.

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In a way, I'd like to see all

In a way, I'd like to see all of the business of 'Loot' deferred until after the mission, particularly such things as 'salvage'. One reason is that I simply don't want to have to stop in the middle of clearing a warehouse (or whatever) to deal with inventory. Thugs are shooting at me, but I have to press 'pause', while I dig the lint and unwanted junk out of my pockets... It just doesn't seem heroic.

More effective, as far as I'm concerned, is to have All of the loot delivered to my base, so I can deal with it at leisure. My understanding is that there will not be 'Inspirations', so I presume there won't be random boosters dropping in combat? In that case, the only thing needed in inventory During a mission is whatever 'clues' get collected about the missions being done.

Training new powers, slotting enhancements, sorting items for the Market, all of this meta-gaming, can and should, in my opinion, be done at a time when there is nobody waiting for you to show up. I'm not suggesting 'infinite' deferred storage, but certainly generous, perhaps 'one day of missions' worth.

Now, I recognize that one purpose for loot-drops in-mission is to give the player a slightly more tangible sense of progression. Experience points and IGC are 'just numbers', but 'loot' actually has an Icon associated with its virtual existence. It's not any more 'real', but we can poke at it with a mouse, so the illusion of reality is stronger and more compelling. So, more loot equates to more progress in the players mind.

I'm not suggesting that player shouldn't be Able to access their inventory while on-mission and interact with it in the usual fashion, just that they shouldn't be forced to do so by game mechanics. Although... Okay, I'll admit to being Annoyed with teammates that do call a halt, to deal with inventory, so there's a temptation to ban them from doing so, at all, while there's a mission to do. My hope is that, by allowing players to defer inventory management until 'down-time', they'll be more likely to do so.

Be Well!
Fireheart

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A very enterprising

A very enterprising individual created an add-on for a game I used to play that allowed players to essentially "junk" certain loot/drops. The best part was that filters could be set up so that this would happen automatically. I think it would be very nice to see something similar in CoT, so that certain drops could be deleted or sold (at a vendor, natch) either automatically or with the click of one button. This wouldn't remove the need for inventory management, but it could make it less intrusive and quicker.

Fireheart wrote:

I'm not suggesting 'infinite' deferred storage, but certainly generous, perhaps 'one day of missions' worth.

That's probably more likely to defer the problem rather than to create a solution. If this were in place then, instead of such people running off for five minutes to deal with their inventory, they'll likely be spending two or three times as long because now they've got the entire previous session's inventory to sort through and clear out. I'd rather have that full inventory reminder regularly, so I'll go clear it out, than have to remember to schedule half an hour at the end of my play session to get rid of hundreds or thousands of items.

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Darth Fez wrote:
Darth Fez wrote:

Fireheart wrote:
I'm not suggesting 'infinite' deferred storage, but certainly generous, perhaps 'one day of missions' worth.
That's probably more likely to defer the problem rather than to create a solution. If this were in place then, instead of such people running off for five minutes to deal with their inventory, they'll likely be spending two or three times as long because now they've got the entire previous session's inventory to sort through and clear out. I'd rather have that full inventory reminder regularly, so I'll go clear it out, than have to remember to schedule half an hour at the end of my play session to get rid of hundreds or thousands of items.

Alright, I can see that too. Yet, if I recall correctly, there wasn't that much stuff dropping in CoH. It's one of the reasons there wasn't a 'Sell Junk' button, which is so very necessary in other games.

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Darth Fez wrote:
Darth Fez wrote:

That's probably more likely to defer the problem rather than to create a solution. If this were in place then, instead of such people running off for five minutes to deal with their inventory,[b] they'll likely be spending two or three times as long because now they've got the entire previous session's inventory to sort through and clear out.[/b] I'd rather have that full inventory reminder regularly, so I'll go clear it out, than have to remember to schedule half an hour at the end of my play session to get rid of hundreds or thousands of items.

Would it take that long? Any time I stopped to sell with a lot of junk, it took a few seconds to sell it all. Didn't they even have a way to sort it in inventory so you could just burn through the selling process? I can't remember now. Selling took the exact same time as deleting if I remember it right so the time spent would be the same.

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Of course, part of this

Of course, part of this subject, in a tangential sense, is the loot itself. Extra Credits, in one of their cartoons about MMO inflation, mentioned that having stupid NPCs that always pay a flat rate for common junk is part of what creates MMO inflation in the first place. If the NPC were a smarter businessperson, they would not buy tons and tons of unwanted Level 50 Damage SO Enhancements like they did in CoX, at least not for the prices they were giving.. They would instead pay something similar to the auction house, and even then they'd only buy stuff they felt like they could sell for a profit.

If that happens, then either the total cheapskates will not think twice about deleting junk, or there will be far less junk in the game in the first place. Either way, the amount of storage space would probably be set accordingly.

Personally, I'd give people some amount of "wallet" space for free, but leave them wanting more, then make additional space available in various ways (unlocks in the game, cash shop purchases, etc).

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One thing I would do is put

One thing I would do is put in a sorting algorithm ofr the wallet and the incoming stuff. Like, you make the wallet storage an array, and each slot it has in it is assigned a number, or rank. Each item you could store has a rarity-based "value" assigned to it. Very Rares are value=4, rare=3, uncommon=2, common=1, empty slot=0. Each time you pick up a new item, it goes into the lowest ranked slot in inventory (the bottom of the barrel, worst item), then get's bubble sorted to higher rank by comparing the new item to the item in the slot above. If the new item is of greater value than item in the slot above, you swap them. Rinse, repeat until your inventory ends up being ordered by rarity.

VR1, VR2, R1,R2,R3,U1,U2,U3,C1,C2,C3,C4,C5....

Since items would only leapfrog other items by being of strictly greater value, the strata that result would then be sorted by rarity, and then within each rarity by order of acquisition. Earliest acquired gets highest available rank within that stratum.

Then, if you run out of space, the most recently acquired common likely gets deleted to make room. If you leave it alone long enough, you might have a wallet full of rares and then only a Very Rare could displace them, and as such you only pick up very rares and immediately junk everything else.

This is by no means a perfect system, and you'd probably want to be able to reorder stuff within each stratum yourself anyway, but it's "smart" enough for me, for the most part, and it's based on a bit of computer programming even I still remember from my ONE class in programming that I learned in 1993 in Pascal. (Note that I didn't say "Turbo Pascal", we didn't actually use that compiler, we used a far less famous, and much crappier one called "Dr. Pascal", and this blew the minds of some kids in the class who had always thought "Turbo Pascal" was the full name of the programming language.)

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Diablo 3, I know I talk about

Diablo 3, I know I talk about it a lot, makes greater rifts drop loot at the very end of the rift and none during. Maybe too late to incorporate it somehow but if uninterrupted TFs becomes important, then this could be an option.

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That's been proposed by

That's been proposed by people (okay, me) as a way to discourage people from mission repeat farming. The idea being that the NPC sent you on a mission so as to actually DO it, not so you could milk it forever, so therefore the NPC only gives you the loot when you ding completion on the mission itself, not incrementally for each mob you drop in real time, which is somewhat unrealistic in the first place.

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Radiac wrote:
Radiac wrote:

Of course, part of this subject, in a tangential sense, is the loot itself. Extra Credits, in one of their cartoons about MMO inflation, mentioned that having stupid NPCs that always pay a flat rate for common junk is part of what creates MMO inflation in the first place. If the NPC were a smarter businessperson, they would not buy tons and tons of unwanted Level 50 Damage SO Enhancements like they did in CoX, at least not for the prices they were giving.. They would instead pay something similar to the auction house, and even then they'd only buy stuff they felt like they could sell for a profit.
If that happens, then either the [b]total cheapskates[/b] will not think twice about deleting junk, or there will be far less junk in the game in the first place. Either way, the amount of storage space would probably be set accordingly.
Personally, I'd give people some amount of "wallet" space for free, but leave them wanting more, then make additional space available in various ways (unlocks in the game, cash shop purchases, etc).

I see where we are differing. You see those people as "cheapskates". I get the feeling you feel they are not justified in playing that way? As in, that playstyle should be discouraged?

I just see them as playing the game different than I do and it doesn't bother me really so we are coming at it from two different perspectives.

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Radiac wrote:
Radiac wrote:

If that happens, then either the total cheapskates will not think twice about deleting junk, or there will be far less junk in the game in the first place. Either way, the amount of storage space would probably be set accordingly.

You seem to be considering item Deletion as a valid IGC-sink and not a total tragedy. To me, deleting stuff, even trivial grey Junk, makes a hole in the carefully balanced economic model of the whole game! ...Well, maybe not that extreme, but that's the feeling I get. Everything has a purpose and, if it doesn't, then it shouldn't be there.

If I complete a mission and find 'green trouser lint' in my inventory, I'll be damned annoyed if it's not there for a reason!

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What NW does on the bag space

What NW does on the bag space is to have a temporary storage area, BUT there are several things you can't do while you have stuff in it, so you do only use it as something really temporary.

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I have nothing against

I have nothing against players wanting to get the absolute most they can for their loot. I just don't think that process should be made dead simple and effortless for them, because then the game itself loses something. It becomes less interesting and more "pre-won" for you, in some way. I think anyone who insists on getting every last bit of IGC out of every last item should certainly be allowed to do that, but I think they should end up spending a little more of their time ferrying that crap from the mission map to the market than some others might do. Then those players will have a reason why they'd want to acquire more wallet space, either by unlocking it or by paying for it, which gives them more goals in doing missions, etc or a reason to actually spend money on the game somewhere.

I have no hostile intentions towards "cheapskates" as I have called them, they have a right to play the game the way they want. But if you absolutely cannot STAND having to delete anything, not even a really inexpensive Carbon Rod that you know is only worth like 100INF in a world where good gear costs like 1 million INF, then the game, I feel, ought not cater to that attitude too much and just give you the Easy Button (TM). Those players who won't bend a little and delete a Carbon Rod once in a while are taking take a hard line stance and being insistent on getting every last penny for their loot. That uncompromising attitude should, to me, be met with an equally uncompromising response from the game devs that they're not going to make penny-pinching really easy for you. You'll have to work for it. And if you end up feeling like you're doing too much work for too little IGC, then stop bothering to do that and delete a bit of junk once in a while, it's not going to kill you.

The demand for an easy, programmer-delivered solution to the problem of storage space, one which solves that problem once and for all in a way that is hard-wired into the game itself and requires no thought or decision making on the part of the player, is, to me, yet another example of the players trying to win the game in the design phase, i.e. by complaining that it's too hard and making the devs design an easier game for them to win. You want to get all the loot and sell it off without any minor losses? Well, if you want to do that, you're going to have to schlep a lot of junk out of a lot of maps, even at times when you'd rather be doing something else. Is that non-ideal? Does it force you to make a decision between doing some extra lugging of stuff to and fro versus just deleting a bit a junk here and there? GOOD! That's a meaningful decision. Every good game has meaningful decisions to have to make. The more of that stuff you shortcut away with baked-in solutions that take the decision away from the players, the less game there is left to play.

Also, not for nothing, but even the smallest wallet sizes in CoX were really giving the player an unrealistically large amount of stuff that we could carry around, when you think about it. You don't see Captain America and Spider-Man lugging around suitcases full of loot in the movies and comics. To be sure, it's a necessary MMO game mechanic to have personal storage space, I'm not saying to get rid of it, but it is a somewhat immersion-breaking thing, or should be. Since it's in the player's favor, it gets a pass and nobody complains, if anything, people complain that they want something even LESS realistic. You have to draw the line somewhere, and I personally would draw it at "make the loot management system interactive and interesting, not boring and dead easy."

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Radiac wrote:
Radiac wrote:

I have nothing against players wanting to get the absolute most they can for their loot. I just don't think that process should be made dead simple and effortless for them, because then the game itself loses something. It becomes less interesting and more "pre-won" for you, in some way. I think anyone who insists on getting every last bit of IGC out of every last item should certainly be allowed to do that, but I think they should end up spending a little more of their time ferrying that crap from the mission map to the market than some others might do. Then those players will have a reason why they'd want to acquire more wallet space, either by unlocking it or by paying for it, which gives them more goals in doing missions, etc or a reason to actually spend money on the game somewhere.
I have no hostile intentions towards "cheapskates" as I have called them, they have a right to play the game the way they want. But if you absolutely cannot STAND having to delete anything, not even a really inexpensive Carbon Rod that you know is only worth like 100INF in a world where good gear costs like 1 million INF, then the game, I feel, ought not cater to that attitude too much and just give you the Easy Button (TM). Those players who won't bend a little and delete a Carbon Rod once in a while are taking take a hard line stance and being insistent on getting every last penny for their loot. That uncompromising attitude should, to me, be met with an equally uncompromising response from the game devs that they're not going to make penny-pinching really easy for you. You'll have to work for it. And if you end up feeling like you're doing too much work for too little IGC, then stop bothering to do that and delete a bit of junk once in a while, it's not going to kill you.
The demand for an easy, programmer-delivered solution to the problem of storage space, one which solves that problem once and for all in a way that is hard-wired into the game itself and requires no thought or decision making on the part of the player, is, to me, yet another example of the players trying to win the game in the design phase, i.e. by complaining that it's too hard and making the devs design an easier game for them to win. You want to get all the loot and sell it off without any minor losses? Well, if you want to do that, you're going to have to schlep a lot of junk out of a lot of maps, even at times when you'd rather be doing something else. Is that non-ideal? Does it force you to make a decision between doing some extra lugging of stuff to and fro versus just deleting a bit a junk here and there? GOOD! That's a meaningful decision. Every good game has meaningful decisions to have to make. The more of that stuff you shortcut away with baked-in solutions that take the decision away from the players, the less game there is left to play.
Also, not for nothing, but even the smallest wallet sizes in CoX were really giving the player an unrealistically large amount of stuff that we could carry around, when you think about it. You don't see Captain America and Spider-Man lugging around suitcases full of loot in the movies and comics. To be sure, it's a necessary MMO game mechanic to have personal storage space, I'm not saying to get rid of it, but it is a somewhat immersion-breaking thing, or should be. Since it's in the player's favor, it gets a pass and nobody complains, if anything, people complain that they want something even LESS realistic. You have to draw the line somewhere, and I personally would draw it at "make the loot management system interactive and interesting, not boring and dead easy."

I don't see the problem honestly.

Your solution can affect other players who have to wait around for teammates to go sell more often or could result in someone being kicked from a team (you wouldn't do that since it was your idea, right? ;) ), while the proposed solution should not affect other players either way. I prefer that.

If a carbon rod is going to drop at all, I would like to think there must be a reason for it other than "make a choice between deleting and making your teammates wait". That sounds like a negative for someone either way.

Now...if implementing something like this takes a long period of time away from Devs who could be working on something else, I'm with you. It's a pretty minor thing either way imo...not worth fretting about really. It doesn't seem like some big "I win" button nor a huge "burden" if it's not done.

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I rather like the way that

I rather like the way that Mass Effect handled it. If the items being dropped exceeded your inventory space, they went into a temporary holding area which you gained access to after combat was over. You then had a limited amount of time to sort and adjust your inventory (deleting items, converting them into nano-goo, etc) before the temporary space went away and any items remaining in it went poof.

You didn't have to worry about your inventory filling up mid-combat and causing you to miss a good item (or risk managing inventory while being shot at), but you didn't have endless inventory space, either. A good compromise.

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I disagree that there was

I disagree that there was ever a reason why a person in CoX should have tried try to find a loving home for every Carbon Rod and Circuit Board that they don't have storage space for in the middle of a mission. These are common, easy to find, low-value inanimate objects, not people. In fact, they're not even inanimate objects, they're digital, virtual objects, but the point is, they weren't hard to get. Also, for the record, I never kicked anyone for stopping to sell stuff off. I wasn't usually leading the team, FYI, but I never would have voted for that either.

Now, by the same token, other players have their priorities and I have mine. If the "cheapskate" wants me to wait around for them to offload everything, go to the auction house and do maintenance on like 10 different bids and sales, cash in a level up, and craft an IO for the new power, before taking another step that might cause loot to drop, I'm not waiting around for all that. That guy is going to miss out on some of the next mission, maybe all of it, if they're going to do errands like that.

I'm all for making the basic rules of the game somewhat restrictive and "hard" then putting in unlocks and so forth that can be earned or purchased to ease them up a little. That sort of thing always adds depth and replay ability to the game, to me, and I like that. I look for MORE ways to make the base rules a little tight so as to allow for there to be ways to loosen them up through play or something later. So I'm not arguing that this proposed storage timer thing wouldn't be helpful to players, I'm arguing that there's such a thing as the devs giving too much help and you need to avoid that.

Wouldn't it be MORE helpful if they simply increased the the amount of personal storage space we all got by a factor of, say, ten? I feel like that would be easier to code and would have pretty much the same effect as the proposed timer idea. Ultimately, they both lead to people having no real pressing need to worry about inventory management during missions. I think the people who want to "win the game in the design phase" won't argue for the 10x expanded storage space idea, but only because they don't expect the devs to actually go for it. Whereas this timer thing sounds like something you maybe could talk a dev into doing, despite the fact that it has basically the same effect, it frees us all from having to think about inventory.

If the devs don't want inventory management to be a thing that we as players spend time thinking about, they can make it so easy that you don't have to bother with it in any number of ways, the least complicated of which is just giving people WAY more storage space. The fact that there's a limit on storage space, to me, implies that they want you to have to manage it to some extent.

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So here's my thought. Am I

So here's my thought. Am I here to play "Inventory Management" or "City of Titans?" We need to ask ourselves if the limitation is key to the game play? Is it key to the type and style of game we want to build? Are we building a realistic medieval game where your character starts with a loin cloth and a little leather satchel tied to one side that he fills with toad tongues to give to a wicked witch for her potions in exchange for burlap sack that he can wear or are we making a super hero game where swords spawn from pocket space and something like inventory space is a nebulous concept because that shiny spandex is way to tight to hide a toad tongue much less a carbon rod.

I would prefer to see the *temporary* storage option. I think it's a good idea to strictly enforce the temporal nature of this storage space. By blocking purchase of new items while the space is in use. Blocking the reception of items gifted from other players. And deleting anything inside after X amount of time outside a mission whilst making it very clear via a ticking clock that a given item will be destroyed after that time. And at some threshold potentially blocking a player from entering a new mission, say at 2-3 times the standard inventory size. This space is strictly for loot drops that exceed the players inventory and any space in inventory is automatically filled by anything in the expansion space. The player would still have to make decisions but they can do it at a convenient time rather than forcing them to stop mid mission. It's a QOL feature for sure. It could even be an account upgrade option to fulfill Radiac's endless desire to monetize ;) I'm half tempted to say give all the players infinite inventory, as the hoarders might be a bigger inf sink than any other dev created sink.

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If I'm designing a game and I

If I'm designing a game and I don't think inventory management should be a thing, then I'd make it as easy as possible. You have some large-capacity, nebulously-defined place where your random drops go, it can be accessed from anywhere and everywhere at any time. No timers. No restrictions on when you can and can't do certain things, just a huge aircraft-hangar-sized storage space that stores stuff for you for as long as you want until you decide to empty in out every once in a blue moon.

Now, if I wanted to actually have inventory management be a thing, for the purposes of immersive realism, I would give people limited storage space and force players to deal with that in various ways. I'd be willing to have unlockable and/or purchasable ways to raise the limits by some finite amount, but the system would still work pretty much as the one in CoX did.

The "space, but with a timer and restrictions" idea seems bad under both paradigms I just mentioned. If you want to avoid storage management altogether, it's not the best option. It's a less efficient, more complicated system than just having a big huge storage wallet. If you want immersive realism in your inventory system, the timer thing doesn't do that either, because it's not terribly realistic. You have to answer the question of how this weird, overly-complex system of inventory management even came into existence in the first place. Why do these timers exist? Why can't I do other things while I'm subject to the inventory overflow timer? If everyone gets that timer deal from the beginning, the answers to those questions are not going to be anything that fits in any immersive sense. You've just set it up to work the way you think you want the game to operate with no immersive roleplay explanation or motivation for it. That's okay, l but if you're going to do that, then why have the original inventory limits at all? You should just go with "big huge wallet" and be done with it.

Now, if you made the timer thing an upgrade that had to be unlocked, with some sort of in-game explanation of why it works like that, that would be something I could possibly get behind. Like if you had to do some missions or get a badge or do a TF for Mender Silos and as a reward he gives you a "Chronatomic Transdimensional Matter Transporter" that works as you describe, then I could at least see a reason for doing it that way because it makes some sense in that context. Just doing the timer thing for everyone, up-front, as part of the basic game mechanics is too complicated and unnecessary, to me.

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Radiac wrote:
Radiac wrote:

I disagree that there was ever a reason why a person in CoX should have tried try to find a loving home for every Carbon Rod and Circuit Board that they don't have storage space for in the middle of a mission. These are common, easy to find, low-value inanimate objects, not people. In fact, they're not even inanimate objects, they're digital, virtual objects, but the point is, they weren't hard to get. Also, for the record, I never kicked anyone for stopping to sell stuff off. I wasn't usually leading the team, FYI, but I never would have voted for that either.

This sounds like "Why have a carbon rod or circuit board?" to me. If they are that worthless in your eyes, limiting storage space is treating the symptom instead of the disease.

Radiac wrote:

Now, by the same token, other players have their priorities and I have mine. If the "cheapskate" wants me to wait around for them to offload everything, go to the auction house and [b]do maintenance on like 10 different bids and sales, cash in a level up, and craft an IO for the new power[/b], before taking another step that might cause loot to drop, I'm not waiting around for all that. That guy is going to miss out on some of the next mission, maybe all of it, if they're going to do errands like that.

That's additional things we aren't actually talking about though. We're just talking about selling drops....which should take the same click as deleting them.

And if you can't wait for someone to go to a vendor, then you are not allowing for the choice. If you want to force players to make this "choice" you were talking about, you've got to allow them to make it. This will force you to wait around or go on with a understaffed team while they sell so this "choice" you want in the game will work. It's a negative for everyone if you don't like waiting or playing without them.

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I didn't realize we had to RP

I didn't realize we had to RP QOL additions. O_o

I think there is a middle ground between "you have 10 slots of inventory space use them all and you don't get drops anymore" and "you have infinite inventory space." Considering the position of strictly limited inventory, as was the case in COH, I prefer to have a little flexibility added as was originally suggested. Don't block my drops but don't let me take advantage of this stretch in my inventory. Allow me to play the game without worrying about missing a drop or having to stop mid mission to figure out which of 10 items I hope has the lowest value to delete so I have a chance at winning that purple drop.

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Here's the fictitious

Here's the fictitious conversation that game developers would be having about this, in my mind:

Dev A: Let's have a game where you have to manage inventory, to make it seem more realistic.

Dev B: Okay, I like that. Can we add in (timer thing, in all it's glory, as described above)?

Dev A: That adds QoL, to be sure, but it basically removes the need manage inventory, which is something we said we want to have, and does so in a way that's actually very counter-intuitive and unrealistic. Thus we've removed any need to manage the inventory, and we've removed it using an even more unrealistic tool for the job.

Dev B: But it adds to QoL and makes it easier to do stuff.

Dev A: Yeah, but if we do it, we're adding in an attempt at added realism in the form of an inventory management thing, then adding in another very unrealistic thing to just totally bypass it anyway. Why have the inventory system at all if you're just going to add in some new thing that allows you to basically ignore it? And why add realism for realism's sake just to turn around and add in some really unrealistic thing that totally defeats the realistic thing?

Dev B: Because it adds QoL and makes it easier to do stuff.

Dev A: Easier? Easier than what? Easier than having to deal with inventory when necessary?

Dev B: Exactly.

Dev A: If you're going to do that, then instead of having BOTH an inventory system that needs attention AND a thing that basically bypasses it, why don't we just remove BOTH things and just have a much bigger inventory so you don't have to worry about it? So instead of creating a problem for the players to deal with only to hand them a pat solution with it, we just never create the problem in the first place.

Dev B: But..... these go to eleven.... (reference to the movie "This Is Spinal Tap")

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There is definitely a middle

There is definitely a middle ground between 10 slots and infinite slots. I wasn't even talking about Enhancement Tray Slots above, I'm talking about recipe and salvage inventory space, as it existed in CoX. Single Origin Enhancements were basically garbage in CoX after inventions came out, and for the most part, while leveling, you could delete unneeded crap SOs quickly and easily. You could also buy larger Enhancement Tray space, if I recall correctly.

An argument could be made for just giving people a 20-slot Enhancement Tray to begin with, which to me would have been plenty big enough for all intents and purposes, or that they should have made it scale up as you went up in level or something. I'm not against that. I am against any idea to make the Enhancement Tray, as minor a thing as it was in post-IO CoX, any more complicated via a timer thing of any kind like what was described above. Everyone had moved on by then, and pre-IOs, a second row of slots would have been simpler and better anyway.

As for the recipe and salvage inventory, that was the size it was for a reason, it scaled up with level, you could unlock larger wallet size (it was a Vanguard thing, right?), and that was fine as it was without needing a timer-based thing, in my opinion, and I used to do missions with my Mastermind that would roll up a lot of loot. I always felt I needed to keep a recipe slot open for a possible purple to drop. I didn't feel the need for and timed additional inventory space then, nor did I need that when teamed up with people. It felt like a reasonable amount of space, to me.

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But the game is Not about the

But the game is Not about the Loot! Just UP-Ex the junk to your side-kick. Or your mechanic, whoever does your crafting for you, because you're Tony Spark the famous Billionaire hero and you don't have Time to deal with the fiddly bits.

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It seems to me that the

It seems to me that the prevalent "justification" for timed temporary inventory space here is to not have stop in the middle of a mission and/or "inconvenience" team mates in between missions.

For the first one. If you only wait to do inventory management once it actually gets full then, imo, you have already failed at it. We're not talking about so small inventory that one single mission could fill it from 0, I'd expect the minimum to be big enough to do at least 5 missions.

For the second one. Well, that's just pushing it on the future since the timer will sooner or later run out. Doesn't really matter if you can squeeze in 1 or 2 more missions before you have to go "dump" your inventory.

If we aren't supposed to actively manage our inventory, and by "actively manage" I mean making space when it gets close to full (instead of after it gets full) if one really wants to get every single drop, then I fail to see the reason to have a limited inventory in the first place.

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blacke4dawn wrote:
blacke4dawn wrote:

It seems to me that the prevalent "justification" for timed temporary inventory space here is to not have stop in the middle of a mission and/or "inconvenience" team mates in between missions.
For the first one. If you only wait to do inventory management once it actually gets full then, imo, you have already failed at it. We're not talking about so small inventory that one single mission could fill it from 0, I'd expect the minimum to be big enough to do at least 5 missions.
For the second one. Well, that's just pushing it on the future since the timer will sooner or later run out. Doesn't really matter if you can squeeze in 1 or 2 more missions before you have to go "dump" your inventory.
If we aren't supposed to actively manage our inventory, and by "actively manage" I mean making space when it gets close to full (instead of after it gets full) if one really wants to get every single drop, then I fail to see the reason to have a limited inventory in the first place.

I agree. The game, ANY game, ought to make a decision, one way or the other, to do one of two things: A) not bother us with inventory micromanagement AT ALL, or B) if they DO decide to make that part of the game, they should stick with it and not give us a complicated, unrealistic bypass that defeats the purpose of having to do inventory management in the first place, at least not for free, up front, from the beginning. As an unlock later on, MAYBE, if it weren't TOO good, but as a way to motivate people to do content, that I could see.

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Radiac wrote:
Radiac wrote:

As an unlock later on, MAYBE, if it weren't TOO good, but as a way to motivate people to do content, that I could see.

Speaking entirely as a philosophical point, representing nobody but myself and saying nothing about plans for CoT, I would think that the only "unlock" of such a nature should be expansions to inventory.

So the relief is just having a bigger inventory, which still needs managing, but hopefully is a bit easier to manage.

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Segev wrote:
Segev wrote:

Radiac wrote:
As an unlock later on, MAYBE, if it weren't TOO good, but as a way to motivate people to do content, that I could see.
Speaking entirely as a philosophical point, representing nobody but myself and saying nothing about plans for CoT, I would think that the only "unlock" of such a nature should be expansions to inventory.
So the relief is just having a bigger inventory, which still needs managing, but hopefully is a bit easier to manage.

I would be fine with that.

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i just hope we see (someday)

i just hope we see (someday) a slider under the Inventory items when selling them like:

ex: red means its over the limit and should sell extras from the stack.
[img]https://i.imgur.com/oviV0i3.png[/img]

so i set the threshold and then click "Sell All Excess" items, and it remembers the limits for next time i sell. :D

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Love it izzy

Love it izzy.

Sliders will make America great again :p

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AlienMafia wrote:
AlienMafia wrote:

... make America great again :p

Mumble Mumble Mumble. :p

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If the drop rate in CoT will

If the drop rate in CoT will be similar to that in our old City (as Tannim kinda implied), it simultaneously eliminates both the argument for the temp space and the argument against it. It means we won't be getting so much junk so fast that it presents a conflict between inventory management and mission activity, but also confirms that inventory won't be a priority game mechanic (just as it was not in the old City) so making it easier has nothing to do with "winning". Seems to me all further argument on the topic is specious at best. (Which is why I conceded the point waaaaay back up in the thread.)

And worse, it seems to be distracting MWM from answering the most important open question regarding automatic turn towards target. (Which, btw, is also not attempting to "win" via design. Just last night I found how to turn this option on in the current MMO I'm trying.)

Spurn all ye kindle.

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Auto-turn to face was one of

Auto-turn to face was one of those things in CoX that I never quite got used to. I always wanted to turn by myself and ended up overturning. YMMV.

R.S.O. of Phoenix Rising

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Radiac wrote:
Radiac wrote:

Auto-turn to face was one of those things in CoX that I never quite got used to. I always wanted to turn by myself and ended up overturning. YMMV.

Totally a personal thing, true.

I loved it and really miss it in other games. I liked the "I'm choreographing and then watching the action" feel that this plus cuing and auto-cuing gave CoH over the more "I'm controlling my avatar's every action like a marionette" feel that seems to have become the common approach. It led to some visually awesome action that doesn't happen with total control.

For example, in CoH I would often cue up a few powers and jump over a group while targeting the boss in the center. On his own, my hero would spin in the air to face the target and animate attacks as he arced over and just rained hell down on the boss, often landing facing 180 degrees from how he initially leapt. It was freaking epic and a little different every time depending on the angles.

Of course, if they included it and allowed you to turn auto-turn on or off as desired, well then, we'd have another one of those much-loved options :).

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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Cameral Look-At Options:

Cameral Look-At Options:
- Always Look-At Targeted Foe (a few tween options, slow start then accelerates.. is my pick)
- Only Look-At Targeted Foe on power activation (a 'Foe Affected' one)
- Never Look-At Targeted Foe

like that?

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Izzy wrote:
Izzy wrote:

Cameral Look-At Options:
- Always Look-At Targeted Foe (a few tween options, slow start then accelerates.. is my pick)
- Only Look-At Targeted Foe on power activation (a 'Foe Affected' one)
- Never Look-At Targeted Foe
like that?

Sweet. +1

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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Empyrean wrote:
Empyrean wrote:

Radiac wrote:
Auto-turn to face was one of those things in CoX that I never quite got used to. I always wanted to turn by myself and ended up overturning. YMMV.
Totally a personal thing, true.
I loved it and really miss it in other games. I liked the "I'm choreographing and then watching the action" feel that this plus cuing and auto-cuing gave CoH over the more "I'm controlling my avatar's every action like a marionette" feel that seems to have become the common approach. It led to some visually awesome action that doesn't happen with total control.
For example, in CoH I would often cue up a few powers and jump over a group while targeting the boss in the center. On his own, my hero would spin in the air to face the target and animate attacks as he arced over and just rained hell down on the boss, often landing facing 180 degrees from how he initially leapt. It was freaking epic and a little different every time depending on the angles.
Of course, if they included it and allowed you to turn auto-turn on or off as desired, well then, we'd have another one of those much-loved options :).

Yeah, I really loved doing that. :) Or having just beaten the foe in front of me, I could click (or tab) target the one behind me, click an attack button, any my character would immediately spin around and let the Hellion have a power blast to the face. Epic!

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There's an important

There's an important distinction here between turn [i]camera[/i] to enemy and turn [i]character[/i] to enemy. I've played some MMOs that have the former, and that doesn't provide the 'choreographing' experience that Empyrean describes so well. It just keeps the enemy on the screen, but still leaves your character facing the wrong way and unable to attack.

Mendicant brings up an important point also, which I'd like to make 1.5 on my list: will we be able to target closest enemy even if it's behind us (as our old City allowed)? I've been in combat in other MMOs where something's whaling on my backside yet when I press the Target Closest Enemy key it selects the mob standing over there on a hill. Uh, yeah, no thanks.

And to reiterate something from my original post, if these can be implemented as options that would be ideal, so that those who prefer styles that differ from the old City can play their way too.

Spurn all ye kindle.

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Cinnder makes a critical

Cinnder makes a critical point about the difference between "turn camera" vs "turn character".

And I'd like to ad that, even if you are the kind that goes for realism (and I don't think realism and fun are generally at odds with one another), it's not like realistically you wouldn't be aware that someone was behind you whaling on your back and turn to deal with them.

Actually, I think that's more "realistic".

Regardless, as a spiritual successor to CoH, I'd think we would at least want to provide the option of giving a similar combat experience to CoH.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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Cinnder wrote:
Cinnder wrote:

There's an important distinction here between turn camera to enemy and turn character to enemy. I've played some MMOs that have the former, and that doesn't provide the 'choreographing' experience that Empyrean describes so well. It just keeps the enemy on the screen, but still leaves your character facing the wrong way and unable to attack.

Definitely spin character for me. While I usually had my camera following the character's POV, if I didn't, the camera would stay in place and the character would spin.

Quote:

Mendicant brings up an important point also, which I'd like to make 1.5 on my list: will we be able to target closest enemy even if it's behind us (as our old City allowed)? I've been in combat in other MMOs where something's whaling on my backside yet when I press the Target Closest Enemy key it selects the mob standing over there on a hill. Uh, yeah, no thanks.

Yeah, I've been in MMOs (I'm glaring at you, CO), where I'll hit Target Closest Enemy and it'll pick one halfway across the melee because the one standing beside me and punching me is not in the narrow 'front' cone.

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Mendicant wrote:
Mendicant wrote:

Yeah, I've been in MMOs (I'm glaring at you, CO), where I'll hit Target Closest Enemy and it'll pick one halfway across the melee because the one standing beside me and punching me is not in the narrow 'front' cone.

I'm equally annoyed by GW2, which will auto-target the NON-aggressive billy-goat, off behind my left shoulder, instead of the aggressive creature I'm looking right at. I much preferred the way CoH would auto-target the enemy that was Actually Attacking Me and not some civilian across the street.

Be Well!
Fireheart

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Empyrean wrote:
Empyrean wrote:

I loved it and really miss it in other games. I liked the "I'm choreographing and then watching the action" feel that this plus cuing and auto-cuing gave CoH over the more "I'm controlling my avatar's every action like a marionette" feel that seems to have become the common approach. It led to some visually awesome action that doesn't happen with total control.
For example, in [b]CoH I would often cue up a few powers and jump over a group while targeting the boss in the center. On his own, my hero would spin in the air to face the target and animate attacks as he arced over and just rained hell down on the boss, often landing facing 180 degrees from how he initially leapt.[/b] It was freaking epic and a little different every time depending on the angles.
Of course, if they included it and allowed you to turn auto-turn on or off as desired, well then, we'd have another one of those much-loved options :).

Oh yeah...I did that a lot too. Really cool feeling.

I was one of those who operated by hitting the "target closest enemy" key a lot. Especially Scrappers. I loved how the game would then turn me to face the foe I was attacking. I could even keep switching foes if I wanted to keep aggro on a Tanker and my character would be turning/attacking/turning. Felt awesome.

Radiac wrote:

Auto-turn to face was one of those things in CoX that I never quite got used to. I always wanted to turn by myself and ended up overturning. YMMV.

Your posts are making me think of this song by Groucho Marx:

[youtube]DtMV44yoXZ0[/youtube]

[img]http://ct.iscute.com/ol/ic/sw/i60/2/9/17/ic_bd91ddaec854b8e4820b064c0552e323.jpg[/img]

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Automatically turning the

Automatically turning the hero to face the thing he's attacking is fine, but the auto-camera adjust they did sometimes caused me some trouble, because I used to turn the camera myself too, and as such mess it up. But whatever, if it works like CoX or something that most people seem to think is better, I'm sure it'll be fine.

R.S.O. of Phoenix Rising

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I'm pretty sure in the latest

I'm pretty sure in the latest combat video they demo'ed this point exactly. If you watch you'll see a scene where the avatar runs past a targeted foe and turns (running backwards in a moonwalk type motion) while grabbing aggro from a second enemy further down the block. The avatar stops and dispatches both enemies.

Obviously in this sort of technical demo there wasn't the flair that we saw in COH with players doing this sort of action. To me this seemed to be clearly the avatar turning to face automatically and not player rotating and running backward it was too smooth.

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