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Discuss: How it Works - Masteries

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rookslide wrote:
rookslide wrote:

This is very meaningful to those that do as much soloing as teaming. I like a tank and had several in COH but I didn’t always build them for teaming. This goes for all my characters.

I usually built a tank for teaming but sometimes they weren’t a lot of fun when soloing, at least for me.

This is exactly why I like Bruiser. I tank in almost every MMO I play (at least those that have a viable tank role) but tanks are usually the most boring to solo. Sure you can take on big risks without worry because you are hard to kill but beating things takes so LONG. Having a Mastery that is very tough but also dishes out a lot of damage sounds great for soloing.

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TheInternetJanitor wrote:
TheInternetJanitor wrote:
Tannim222 wrote:
TheInternetJanitor wrote:
Doctor Tyche wrote:

[i]Remembers when we put our AI into the FPS template to test it... no humans survived[/i]

I keep seeing this mentioned but isn't this a really bad example of "good ai"?

Pixel perfect aim and perfect reflexes are basically assumed. Even the most rudimentary AI have a gigantic advantage in a pure action environment.

The AI learned where the health packs were, it could always find you, hunt you down. It learned to out flank you, corner you, put you in pincher between 2 flanks. It was relentless, adapting, was terminators on steroids.

It was too good, which made it bad, yes.

These are all still really old and basic AI features that would not have stood out much in the late 90s though. Map navigation routes that include powerups, flanking, suppression....even action oriented games like late 90s quake 3 and unreal tournament had these to say nothing of more tactical games.

If it can intelligently react to, predict, and create battlefield changes for a tactical advantage in addition to all the previously mentioned FPS basics, then we're getting somewhere impressive. Making decisions on what to do if your line of sight suddenly changes, such as a wall suddenly being created or removed, is the sort of decision making a player can do easily but very few AI scripts can handle, at least without blatantly cheating. In an MMO environment aiming and dodging and reflexes are largely removed from the equation, as well as map knowledge, so those easy "gimme" advantages to AI are gone. The more complicated the field you play on and the more you can do, the harder it gets to have AI that feels "good" without simply cheating. This is why almost all complicated games, especially strategy games, end up with very cheaty AI that relies on omniscience and/or huge statistical advantages to be competitive.

This is why I said that proudly displaying "our AI is good at playing shooty shooty against game developers, a crowd notoriously bad at playing games" is not an ideal standard to show off your AI. The important part is the complicated decision making.

You are missing a very key word here I used - learned.

We didn’t program the AI with specific pathing, tell it where the health packs were, proc am it to flank etc.

The AI is based on a heuristic neural network - it observed and learns. It was evil devious to deal with he more you played against it.

We had to “fumble it down” to more traditional AI routines for the game otherwise...

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Tannim222 wrote:
Tannim222 wrote:

Mixing between them provides some unique play as well.

It just struck me that -- in addition to thinking up all these cool Primary, Secondary, Tertiary, Mastery, and Travel powers for us to use -- you have to test them [i]in all possible combinations[/i]. How do you have time for this and real life/family/job as well?!?

Spurn all ye kindle.

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Cinnder][quote=Tannim222
Cinnder][quote=Tannim222 wrote:

Mixing between them provides some unique play as well.

It just struck me that -- in addition to thinking up all these cool Primary, Secondary, Tertiary, Mastery, and Travel powers for us to use -- you have to test them [i]in all possible combinations[/i]. How do you have time for this and real life/family/job as well?!?[/quote

Sleep is for the weak!

I actually suffer bouts of insomnia. And so will sit messing with calculators running formulas and checking myriad of variables.

We also ran baseline simulations.

One of our devs, Felix, just so happens to be highly qualified, crazy smart, and very experienced in the field of analysis - as in his pay grade outshines what even an AAA studio would typically pay a developer. We are very fortunate to have him and he has been my personal hero. I’m not just saying that because he is my immediate department Lead either ;).

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Lions and Tigers and bears oh

Lions and Tigers and bears oh my !!

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Tannim222 wrote:
Tannim222 wrote:
Super M. wrote:
rookslide wrote:

I took Lost Deep’s post as more of a concept support. While each tank type has the same basic role (a tanks a tanks a tank) they also serve a variety of tanking niches.

This is very meaningful to those that do as much soloing as teaming. I like a tank and had several in COH but I didn’t always build them for teaming. This goes for all my characters.

While I had at least the two builds for many characters I tended to remain switched to my favorite which as others have said possibly in this thread or another, I tend to build my character exactly how I want them with minimal room/reason for multiple builds.

I usually built a tank for teaming but sometimes they weren’t a lot of fun when soloing, at least for me. Augmenting with masteries gives us the ability to explore more specialized roles within the playstyles and may make some soloing or even smaller teaming groups both easier and harder depending on how the characters are built which just gives that much more replay-ability.

The masteries will give each role slightly different ways of playing within the role.

No doubt and I agree. I still have my main question that the devs communicated with us a long time ago that taunting will not be the only way to tank and I still would love to know more about their design process in that!

It is in the Masteries. One relies on Taunting, one relies on positioning to provide “cover”, one relies on punishing he opponent and providing opportunities for the team.

Of the 3, two are more team oriented,while the other is more solo friendly. Mixing between them provides some unique play as well.

Frontline Defender also has components hat require team coordination by having he team target through the FTL.

I stand corrected, thanks for the answers. Are there taunt or cover components that may be found outside of masteries, such as tertiaries?

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Tannim222 wrote:
Tannim222 wrote:
TheInternetJanitor wrote:
Tannim222 wrote:
TheInternetJanitor wrote:
Doctor Tyche wrote:

[i]Remembers when we put our AI into the FPS template to test it... no humans survived[/i]

I keep seeing this mentioned but isn't this a really bad example of "good ai"?

Pixel perfect aim and perfect reflexes are basically assumed. Even the most rudimentary AI have a gigantic advantage in a pure action environment.

The AI learned where the health packs were, it could always find you, hunt you down. It learned to out flank you, corner you, put you in pincher between 2 flanks. It was relentless, adapting, was terminators on steroids.

It was too good, which made it bad, yes.

These are all still really old and basic AI features that would not have stood out much in the late 90s though. Map navigation routes that include powerups, flanking, suppression....even action oriented games like late 90s quake 3 and unreal tournament had these to say nothing of more tactical games.

If it can intelligently react to, predict, and create battlefield changes for a tactical advantage in addition to all the previously mentioned FPS basics, then we're getting somewhere impressive. Making decisions on what to do if your line of sight suddenly changes, such as a wall suddenly being created or removed, is the sort of decision making a player can do easily but very few AI scripts can handle, at least without blatantly cheating. In an MMO environment aiming and dodging and reflexes are largely removed from the equation, as well as map knowledge, so those easy "gimme" advantages to AI are gone. The more complicated the field you play on and the more you can do, the harder it gets to have AI that feels "good" without simply cheating. This is why almost all complicated games, especially strategy games, end up with very cheaty AI that relies on omniscience and/or huge statistical advantages to be competitive.

This is why I said that proudly displaying "our AI is good at playing shooty shooty against game developers, a crowd notoriously bad at playing games" is not an ideal standard to show off your AI. The important part is the complicated decision making.

You are missing a very key word here I used - learned.

We didn’t program the AI with specific pathing, tell it where the health packs were, proc am it to flank etc.

The AI is based on a heuristic neural network - it observed and learns. It was evil devious to deal with he more you played against it.

We had to “fumble it down” to more traditional AI routines for the game otherwise...

You realize what you just said was "it started less optimal than a traditional navigation map and learned to be as good" right?

Neural networks and AI learning are awesome but compared to starting with navigation information already handed to it that is a strict downgrade. Granted that would be for a single map, the ability to learn map layouts and improve tactics via things like heatmaps based on deaths is great. But it still misses the whole point I made.

You want to talk about your AI being able to handle more complex decision making and predictions in regards to combat flow. Show that off. In a game that requires no aiming and relatively little dodging or running between powerups the FPS aspects of those mean very little. The parts more relevant to MMO combat are what could really use the spotlight.

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Super M. wrote:
Super M. wrote:
Tannim222 wrote:
Super M. wrote:
rookslide wrote:

I took Lost Deep’s post as more of a concept support. While each tank type has the same basic role (a tanks a tanks a tank) they also serve a variety of tanking niches.

This is very meaningful to those that do as much soloing as teaming. I like a tank and had several in COH but I didn’t always build them for teaming. This goes for all my characters.

While I had at least the two builds for many characters I tended to remain switched to my favorite which as others have said possibly in this thread or another, I tend to build my character exactly how I want them with minimal room/reason for multiple builds.

I usually built a tank for teaming but sometimes they weren’t a lot of fun when soloing, at least for me. Augmenting with masteries gives us the ability to explore more specialized roles within the playstyles and may make some soloing or even smaller teaming groups both easier and harder depending on how the characters are built which just gives that much more replay-ability.

The masteries will give each role slightly different ways of playing within the role.

No doubt and I agree. I still have my main question that the devs communicated with us a long time ago that taunting will not be the only way to tank and I still would love to know more about their design process in that!

It is in the Masteries. One relies on Taunting, one relies on positioning to provide “cover”, one relies on punishing he opponent and providing opportunities for the team.

Of the 3, two are more team oriented,while the other is more solo friendly. Mixing between them provides some unique play as well.

Frontline Defender also has components hat require team coordination by having he team target through the FTL.

I stand corrected, thanks for the answers. Are there taunt or cover components that may be found outside of masteries, such as tertiaries?

Taunt is a control effect and it may be found elsewhere in the game.

The reverse cone utilizes our bodyguard effect, the effect itself may be used else where in the game, but the specific use of the Stalwart Mastery ina reverse cone behind the player character is solely found in this Mastery Power.

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Tannim222 wrote:
Tannim222 wrote:

Taunt is a control effect and it may be found elsewhere in the game.

The reverse cone utilizes our bodyguard effect, the effect itself may be used else where in the game, but the specific use of the Stalwart Mastery ina reverse cone behind the player character is solely found in this Mastery Power.

Thank you again for the answers. Yeah, Im curious to see if a Bruiser can pick up a few tricks from outside and still "tank" even in a team, or even for the taunter to get a bodyguard effect or vice versa, again from outside the masteries.

Do we have more information on the aggro mechanic and how its choosing its targets. Will a Bruiser still be able to hold aggro off a control or damage dealer without the other masteries dipped?

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Super M. wrote:
Super M. wrote:
Tannim222 wrote:

Taunt is a control effect and it may be found elsewhere in the game.

The reverse cone utilizes our bodyguard effect, the effect itself may be used else where in the game, but the specific use of the Stalwart Mastery ina reverse cone behind the player character is solely found in this Mastery Power.

Thank you again for the answers. Yeah, Im curious to see if a Bruiser can pick up a few tricks from outside and still "tank" even in a team, or even for the taunter to get a bodyguard effect or vice versa, again from outside the masteries.

Do we have more information on the aggro mechanic and how its choosing its targets. Will a Bruiser still be able to hold aggro off a control or damage dealer without the other masteries dipped?

Generating threat and allowing the AI to “see” the threat of each enemy is one of the few exceptions we had to enforce on our AI dev when it comes to mechanics that mess with the AI. Hence why Taunt doesn’t directly mess with threat rating of the originator but instead is a control effect on the targets’ powers.

Threat mechanics may require its own update. But the short of it is that everything a character does generates threat and then there are modifiers. Attackingba target generates threat. Being closer modified that threat. Having a Masterynthat also adds effects to attacks generates threat.

Being attacked and mitigating the effects of the attack generates threat. Being closer modifies that threat.

We plan to test this as a baseline. Depending on how things go, we can include an Archetype modifier to threat if we must.

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Shadow Elusive wrote:
Shadow Elusive wrote:

Planet10, can you describe what else besides medial makes the description seem awkward and clunky to you? I can't guarantee it will change, as the terminology was chosen by people far more deeply involved in the creation of our powers than me, but I'm certainly prepared to listen.

There isn't much else beyond just 'medial' that makes it awkward in the sense that when we were in grade school and had to write a five page paper we had to break out a thesaurus to insert fancy words to make our paper stand out from all the rest. My exposure to these documents is limited to what MWM has released, so there might be a grander plan that I do not comprehend yet.

Technical writers will always strive to be precise in the documents they create, but part of that process is understanding and tailoring your work to the intended audience. The most important part of that output is that the audience is able to find, consume and comprehend what is being laid out before them. When trying to convey information you want to use common/known terminology to set the groundwork for more complex ideas that the user will encounter later. If you do a quick word search on all of the power set and mastery pages you will not find a single instance of the words 'medium' or 'moderate'. You will find multiple instances of descriptors like 'short' or 'long' or 'swift' to describe durations. If medial is a more precise descriptor, why is that standard not applied evenly across all of the other descriptors? It feels like there was a moratorium put in place for the words 'medium' & 'moderate'.

From the [url=https://cityoftitans.com/content/ranged-sets]Ranged Sets[/url] page:

Quote:

Force Torrent (tier 3): One of the branched tier 3 abilities, this ranged area attack can hit all targets in a medial cone repelling them away and doing [b]light[/b] [u]physical damage[/u] over time. Should any target be critically hit, they will be left disoriented for a very short duration. Recharge Very Fast.

Focused Blast (tier 6): This snipe attack does [b]strong[/b] [u]physical damage[/u] in addition to knocking down or knock away a target depending on the method of activation. Passively charging this ability by not being hit and remaining still during the full activation cycle increases the damage to extreme as well as improving its ability to knock the target. Any interruption will cause the snipe to fire off at its current charge level. Recharge Fast.

Rapid Burst (tier 2): You attack your enemy doing [b]medial[/b] [u]physical damage[/u] over time and leave it with a light resistance debuff for a short duration. The damage will have a very light portion pierce protections if the target is already under the effect of a resistance debuff. Recharge Very Swift.

Atrophic Scythe (tier 8): Activated with a timed toggle, this ability causes strong energy damage over time in a [b]MEDIAL[/b] cone area which can be repositioned as you move to affect more targets leaving them taking [b]MEDIAL[/b] energy damage over time. Recharge [b]MEDIAL[/b].

The descriptions setup medial as a reference to intensity (wrt physical damage). Then medial goes all over the map in the Atrophic Scythe description. Medial is being used as a geometric descriptor (cone area), a measure of intensity (energy damage) and relative measure of time (recharge) all in one power definition. It feels like its usage is being overloaded. What is a medial cone exactly? Does it refer to the angle of the cone? The reach/length of the cone? If you are defining medial to be a precise middle plane/point of something, then is it a 180deg cone (half way between a line and a sphere)?

I'll dive deeper into this later.

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The language of the cone area

The language of the cone area as medial applies to both width and length of the cone. We could have just left it at cone, droppingbthe descriptor but felt hat since we have different cone widths and lenghts, proving at least the descriptor woudl suffice. I was specifically told to not use any numbers in the descriptions of powers, so I didn’t.

A medical code width is not 180 because that would be half a sphere. 180 is are largest cone we have m. I will leave it up to you to extrapolate what a medial cone width is from there.

The point was to provide a description using our common descriptors of powers. Over time players will get used to learning understanding what he numbers are behind the descriptors.

One can also complain about what a slow recharge is compared to a very slow rechsge or a quick compared to very fast. There are no numbers to go by, but they provide a description that is meant to convey a value.

If the issue is with medial instead of medium, or moderate, consider that the issue behind the term as far as “what the heck does that mean in terms of numbers”
Would still lie unanswered.

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Follow-up comment:

Follow-up comment:

You stated that the mastery effects for defeating enemies only procs for the character making the killing blow. I see this becoming a problematic issue for groups, and kill-stealing could become a [i]thing[/i]; especially when more than one character in the group is trying for kill procs. I hope this is something you will remain open about as we go into testing with real people.

[hr]I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.

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Tannim222 wrote:
Tannim222 wrote:

The language of the cone area as medial applies to both width and length of the cone. We could have just left it at cone, droppingbthe descriptor but felt hat since we have different cone widths and lenghts, proving at least the descriptor woudl suffice. I was specifically told to not use any numbers in the descriptions of powers, so I didn’t.

A medical code width is not 180 because that would be half a sphere. 180 is are largest cone we have m. I will leave it up to you to extrapolate what a medial cone width is from there.

The point was to provide a description using our common descriptors of powers. Over time players will get used to learning understanding what he numbers are behind the descriptors.

One can also complain about what a slow recharge is compared to a very slow rechsge or a quick compared to very fast. There are no numbers to go by, but they provide a description that is meant to convey a value.

If the issue is with medial instead of medium, or moderate, consider that the issue behind the term as far as “what the heck does that mean in terms of numbers”
Would still lie unanswered.

As it should...

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Cinnder wrote:
Cinnder wrote:
Dark Cleric wrote:

I really can't imagine those that have been consistent on these forums for 6 years. Like how do you have that much patience for so long and still hold out hope? Not sure I could stand waiting that long.

For me, it's two things:

1) Almost everything MWM has told us about CoT describes a game I really want to play.

2) Nothing else out there that's live or in development comes close to the game I want, so I really have no choice. It's CoT or bust.

And these games take a long time to develop. Consider the title which is in the news lately, Bless Online. It was *announced* in 2011. It was already in development for several years by that point. It was released to Early Access in the US only a little bit ago. So, we're looking at a multi-million dollar title in the same category as us, with a development schedule about 10 years long. Imagine the people who signed up for Bless in 2011 right now.

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Tannim222 wrote:
Tannim222 wrote:

The language of the cone area as medial applies to both width and length of the cone. We could have just left it at cone, droppingbthe descriptor but felt hat since we have different cone widths and lenghts, proving at least the descriptor woudl suffice. I was specifically told to not use any numbers in the descriptions of powers, so I didn’t.

A medical code width is not 180 because that would be half a sphere. 180 is are largest cone we have m. I will leave it up to you to extrapolate what a medial cone width is from there.

The point was to provide a description using our common descriptors of powers. Over time players will get used to learning understanding what he numbers are behind the descriptors.

One can also complain about what a slow recharge is compared to a very slow rechsge or a quick compared to very fast. There are no numbers to go by, but they provide a description that is meant to convey a value.

If the issue is with medial instead of medium, or moderate, consider that the issue behind the term as far as “what the heck does that mean in terms of numbers”
Would still lie unanswered.

I don't think you understood his point.

The point is that the word medial not only is being used incorrectly, but is not being well understood by the intended audience.

Yes, I know that the word medial means in the middle. But that is the Webster's Definition, which is faulty in that it is attempting to be too concise to impart the full meaning. The word median is being used as if someone speaking English as a second language picked it from a dictionary because of its definition, without realizing the implications. When Marriam Webster states "In the middle," it means "in the middle with regards to an object, entity or thing that has discernible sides, edges or boundaries." Even the mathematical use of the word Median is used with regard to geometry and the relationship between apexes and sides and edges, depending upon which branch of mathematics we are discussing.

So we can use the word medial properly when referring to cones if we want to show the damage increases towards the medial of the cone. But to call a singe cone medial is a total misuse of the word. And yes, I realize that you are not referring to the cone as medial, but rather the size of the cone is medial. And by this, it is implied that you are looking at all the sizes of all your cones arrayed in front of you in ascending or descending order and attempting to impart that among this array, the cone in question has a size that is in the middle of this body of numbers. That is a stretch of the term and is not one that gets its point across well when used in the fashion that you have used it.

[hr]I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.

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Actually based on my line of

Actually based on my line of work they are using this word appropriately. The issue is not its intended meaning being unclear. The issue is the audience not having the end points of the scale it is referring to clearly defined. This leaves the definition of medial vague and unclear to an audience that is rather insistent on having a great deal of nomenclature for mechanisms they do not fully understand in the first place. An issue which I don’t think really merits the degree of “not picking” it is receiving.

It’s a game, let it have some mystery. We don’t get to know all before it comes out. Disappointing I know but that’s just part of life.

Personally, I would prefer to gain a better understanding of all these things through playing the game rather than having my hand held before it even comes out. But that’s just me I know others will disagree.

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I am not going to delve into

I am not going to delve into an old argument that went on for days over terminology. I will only say that I originally used medium as original term, which was argued against , median actually has a lot of implications for those that use math and it was argued against, moderate was argued against and median was the only term that the team could agree on.

rockslide seems to understand what is happening with the use of the term.

I could point out how video games use a ton of terms inappropriately but over time, players have come to accept the version of the definition of use in video games.

Some players, heck even people in the gaming world will use design terminology incorrectly to this day.

Honestly, no one one is going to be applicable to convey time, distance, angle, magnitude, and on and on which is either going to add to the lexicon to cover every single instance or another word will get sustuted and have the inappropriate definition applied to something it is meant to convey.

I honestly don’t care if we replace the term if the team is fine with it. But only if no one ends up caring that we replace it with a singkular term that won’t accurately apply such as “medium”.

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Planet10 wrote:
Planet10 wrote:
Lothic wrote:
Planet10 wrote:

I am still amused that MWM is so dead set against using any common terminology that appeared in CoX. An apple is an apple is an apple except for when CoH had an apple, so you have a Globoid Fruit.

I'd rather have to bother to learn a few new terms than to give NCsoft any more ammunition to file frivolous lawsuits to kill MWM in its crib than they already have. *shrugs*

It just feels awkward and clunky to read these descriptions. It feels like they were written in some foreign language then crammed through a Google translator about a half dozen times before they ended up on an English output.

Really? With all the OTHER significant terminology changes MWM has made between CoH and CoT the one that seems to be bothering you the most is their generic use of the word "medial"? I guess we all have our own little pet-peeves about things but this one is pretty "peevy" all things considered.

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Rookslide and Huckleberry are

Rookslide and Huckleberry are understanding what I was trying to get at in my hastily composed post. I believe I can extrapolate what the term means in this context. I know that MWM is trying to create something that looks and feels 'right' when a player picks up the game and plays it. To me, when I see the prolific use of medial, my brain ventures close to an uncanny valley territory. There is a preciseness to it that you do not get from a common term like medium or moderate, and I do not know why they choose to go that route.

And to be fair, I am the only one that is nit picking at this. It just struck me as odd. It will not dissuade me from playing this game, nor will it prevent me from promoting it amongst my circle of friends.

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Lothic wrote:
Lothic wrote:

Really? With all the OTHER significant terminology changes MWM has made between CoH and CoT the one that seems to be bothering you the most is their generic use of the word "medial"? I guess we all have our own little pet-peeves about things but this one is pretty "peevy" all things considered.

At least this is taking the pressure off of you for a moment Lothic.
Jiggle physics
There, I said it.

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Shadow Elusive wrote:
Shadow Elusive wrote:

The medial part has nothing to do with NCSoft. Apparently it's more mathematically correct for the context, or so the experts on the team claim, but I do personally agree they should just use medium for public facing work. But it has nothing to do with a lawsuit.

The use of the generic word "medial" definitely has nothing to do with possible lawsuit from NCsoft. The ACTUAL term changes between CoH and CoT (like changing "supergroups" to "superteams") however does make a difference in that context. Why anyone would be bothered by the use of a word like "medial" is anyone's guess.

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Planet10 wrote:
Planet10 wrote:
Lothic wrote:

Really? With all the OTHER significant terminology changes MWM has made between CoH and CoT the one that seems to be bothering you the most is their generic use of the word "medial"? I guess we all have our own little pet-peeves about things but this one is pretty "peevy" all things considered.

At least this is taking the pressure off of you for a moment Lothic.
Jiggle physics
There, I said it.

And people say [b]I'm[/b] obsessed by that particular subject. *sigh*
Why you brought it up here is again anyone's guess...

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Tannim222 wrote:
Tannim222 wrote:
Super M. wrote:
Tannim222 wrote:

Taunt is a control effect and it may be found elsewhere in the game.

The reverse cone utilizes our bodyguard effect, the effect itself may be used else where in the game, but the specific use of the Stalwart Mastery ina reverse cone behind the player character is solely found in this Mastery Power.

Thank you again for the answers. Yeah, Im curious to see if a Bruiser can pick up a few tricks from outside and still "tank" even in a team, or even for the taunter to get a bodyguard effect or vice versa, again from outside the masteries.

Do we have more information on the aggro mechanic and how its choosing its targets. Will a Bruiser still be able to hold aggro off a control or damage dealer without the other masteries dipped?

Generating threat and allowing the AI to “see” the threat of each enemy is one of the few exceptions we had to enforce on our AI dev when it comes to mechanics that mess with the AI. Hence why Taunt doesn’t directly mess with threat rating of the originator but instead is a control effect on the targets’ powers.

Threat mechanics may require its own update. But the short of it is that everything a character does generates threat and then there are modifiers. Attackingba target generates threat. Being closer modified that threat. Having a Masterynthat also adds effects to attacks generates threat.

Being attacked and mitigating the effects of the attack generates threat. Being closer modifies that threat.

We plan to test this as a baseline. Depending on how things go, we can include an Archetype modifier to threat if we must.

Nice - are there any slotted modifiers to powers planned that will give them a +threat component? Or even a taunt component?

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Tannim222 wrote:
Tannim222 wrote:

I could point out how video games use a ton of terms inappropriately but over time, players have come to accept the version of the definition of use in video games.

Some players, heck even people in the gaming world will use design terminology incorrectly to this day.

I support your decision. I just think it will be met with varying degrees of quizzical confusion by the masses.
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Planet10 wrote:
Planet10 wrote:
Tannim222 wrote:

I could point out how video games use a ton of terms inappropriately but over time, players have come to accept the version of the definition of use in video games.

Some players, heck even people in the gaming world will use design terminology incorrectly to this day.

I support your decision. I just think it will be met with varying degrees of quizzical confusion by the masses.
The historians will look back at this day when MWM said the line must be drawn here. This far, no further!

With all the collective asshatery going on in the world today if the "historians" bother to mention something like MWM's amazingly unnoteworthy use of the word "medial' then something, somewhere has gone horribly, horribly wrong.

Let's get back to talking about something worthwhile here shall we?

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Lothic wrote:
Lothic wrote:
Planet10 wrote:
Tannim222 wrote:

I could point out how video games use a ton of terms inappropriately but over time, players have come to accept the version of the definition of use in video games.

Some players, heck even people in the gaming world will use design terminology incorrectly to this day.

I support your decision. I just think it will be met with varying degrees of quizzical confusion by the masses.
The historians will look back at this day when MWM said the line must be drawn here. This far, no further!

With all the collective asshatery going on in the world today if the "historians" bother to mention something like MWM's amazingly unnoteworthy use of the word "medial' then something, somewhere has gone horribly, horribly wrong.

Let's get back to talking about something worthwhile here shall we?

For one I said ai don’t care if we change it only if we change it to one terms d. It multiple terms.

Second, don’t get to far ahead of yourself there Lothic, you just never know what might go so wrong with the world and this really happens.

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TheInternetJanitor wrote:
TheInternetJanitor wrote:

Making decisions on what to do if your line of sight suddenly changes, such as a wall suddenly being created or removed, is the sort of decision making a player can do easily but very few AI scripts can handle, at least without blatantly cheating.

Having been playing Star trek Online again recently (ah nostalgia), Ground combat in that game is a prime example of this.

[i]Every. Time.[/i] my Engineer activates Cover Shield his bridge officers stupidly stand right behind the damned thing wasting their ammo* trying to shoot through it unless I personally command them to move, or an npc activates an area power that includes a "flee" effect (such as a Plasma Grenade, which leaves a fire patch on the ground that they'll run out of).

It's tedious and aggravating.

*They don't actually have ammo, but they still waste time, lower their damage contribution and squander any buffs/consumable items they've had/used during that time.

----------------

One thing I find interesting/potential issue I see with Battle Leader>Frontline Defender mastery:

This actually inverts the standard practice on MMO tanking, in that it's typical for the tank to grab agro, then position the mod facing AWAY from the rest of the group (thus typically IN FRONT of the tank) to protect the group from Cone attacks. Frontline defender means that the group must be positioned BEHIND the tank, which most probably means that they will be directly in FRONT of the mob, opening them up to typically hard hitting attacks that they wouldn't have been susceptible to if they were behind it.

The question then becomes whether the benefits of Frontline Defender are going to be enough to compensate for this potentially huge increase in damage/control/debuff that it subjects your group to due to positioning.

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Super M. wrote:
Super M. wrote:
Tannim222 wrote:
Super M. wrote:
Tannim222 wrote:

Taunt is a control effect and it may be found elsewhere in the game.

The reverse cone utilizes our bodyguard effect, the effect itself may be used else where in the game, but the specific use of the Stalwart Mastery ina reverse cone behind the player character is solely found in this Mastery Power.

Thank you again for the answers. Yeah, Im curious to see if a Bruiser can pick up a few tricks from outside and still "tank" even in a team, or even for the taunter to get a bodyguard effect or vice versa, again from outside the masteries.

Do we have more information on the aggro mechanic and how its choosing its targets. Will a Bruiser still be able to hold aggro off a control or damage dealer without the other masteries dipped?

Generating threat and allowing the AI to “see” the threat of each enemy is one of the few exceptions we had to enforce on our AI dev when it comes to mechanics that mess with the AI. Hence why Taunt doesn’t directly mess with threat rating of the originator but instead is a control effect on the targets’ powers.

Threat mechanics may require its own update. But the short of it is that everything a character does generates threat and then there are modifiers. Attackingba target generates threat. Being closer modified that threat. Having a Masterynthat also adds effects to attacks generates threat.

Being attacked and mitigating the effects of the attack generates threat. Being closer modifies that threat.

We plan to test this as a baseline. Depending on how things go, we can include an Archetype modifier to threat if we must.

Nice - are there any slotted modifiers to powers planned that will give them a +threat component? Or even a taunt component?

No Sugments or Refinemnts mess directly with threat itself. Threat isn’t a man apsect of the power’s design like recharge rate for the value of applied effect.

It is a result of multiple situations. So neither improvements affect it directly. Applying an Augment thantimoroved a Power can cause that power to generate more threat when used however. So consider improvements an indirect way to improve threat.

Taunt is a control effect as much as holds or charms, etc. are control effects. The only way it would show up as an improvement to add to a peer would be a proc - if we make such a proc.

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I'm probably in a minority

I'm probably in a minority here, but I had thought 'medial' meant something along the lines of 'very little'. I just thought low damage moves were the ones being showcased or damage overall would be fairly low to contrast the hard hitting attacks.

Now that I know it means 'medium', which makes sense looking back, I have a whole new view on the examples.

On topic, Masteries sound great! I won't comment on specifics because everything can and probably will change by launch but I like the idea of their implementation and the further refinement of a character.

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Tannim222 wrote:
Tannim222 wrote:

I could point out how video games use a ton of terms inappropriately but over time, players have come to accept the version of the definition of use in video games.

*cough*CLIPPING*cough* <-- one of my pet peeves, because, as I have pointed out before, current common usage is the [i]opposite[/i] of the actual meaning.

For the record, I have no problem with the use of the word 'medial' but I can also understand how it might seem like an odd choice to some readers.

While the way I read the concerns about the word 'medial' were not about whether it hides the data, as a separate point I definitely agree with:

rookslide wrote:

It’s a game, let it have some mystery. We don’t get to know all before it comes out. Disappointing I know but that’s just part of life.

Personally, I would prefer to gain a better understanding of all these things through playing the game rather than having my hand held before it even comes out. But that’s just me I know others will disagree.

Spurn all ye kindle.

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Huckleberry wrote:
Huckleberry wrote:

Follow-up comment:

You stated that the mastery effects for defeating enemies only procs for the character making the killing blow. I see this becoming a problematic issue for groups, and kill-stealing could become a [i]thing[/i]; especially when more than one character in the group is trying for kill procs. I hope this is something you will remain open about as we go into testing with real people.

This is common in many MMOs I play and in practice it’s never a problem. And I’ll tell you why.

When you have a stacking bonus that builds up based on the number of kills you have, the only way to effectively have it work is to go after enemies that die quickly (gangs of mooks). Otherwise you’re taking too long to build up that stack, and it’s futile. One side effect of mowing down hordes of enemies is that you can’t really tell who is getting the credit for each individual kill, or which enemy you’re getting credit for and which you’re not. You’re only able to pay attention to killing stuff and occasionally glancing at that stack of buffs. If there’s 3 people in your group and you all attack a group of 6 enemies then you’re all going to average out 2 kills. As long as you’re going through mooks fast enough to keep building the stack you’ll be okay.

If you’re not, well, maybe that’s just not the mission to support doing that so live with it and get past it.

What you’re probably not going to ever have is a situation where you’re never getting any procs because someone else is always taking them. That’s the only way that “kill stealing” can occur. And if somehow you’re never landing the killing blow and someone else is, that can only mean that you’re putting out puny damage and a teammate is just destroying stuff with larger and faster damage numbers. So either you’re too weak to participate, the other guy is too strong (a high level going with newbies for kicks maybe), or your build is unbalanced negatively against theirs (which is a whole other problem).

In any case, I can tell you from experience that it shouldn’t be a problem because it works just fine in other games.

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Life is good. This game looks

Life is good. This game looks to make it even better. :)

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Don't know if it's been

Don't know if it's been covered before, but how exactly do we choose the tiers of Masteries? Does for instance, choosing the tier 1 in a Guardian mastery unlock tier 2 across all Guardian mastery sets? Or do we need to start over at tier 1 to reach tier 2 when we mix and match with different sets?

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Myri wrote:
Myri wrote:

Don't know if it's been covered before, but how exactly do we choose the tiers of Masteries? Does for instance, choosing the tier 1 in a Guardian mastery unlock tier 2 across all Guardian mastery sets? Or do we need to start over at tier 1 to reach tier 2 when we mix and match with different sets?

I thought they said that to get the second or third tier, you have to have the one before it. I might be wrong, though. It happens, from time to time. :D

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Mordheim13 wrote:
Mordheim13 wrote:
Myri wrote:

Don't know if it's been covered before, but how exactly do we choose the tiers of Masteries? Does for instance, choosing the tier 1 in a Guardian mastery unlock tier 2 across all Guardian mastery sets? Or do we need to start over at tier 1 to reach tier 2 when we mix and match with different sets?

I thought they said that to get the second or third tier, you have to have the one before it. I might be wrong, though. It happens, from time to time. :D

I believe this is correct.

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Yeah, kill stealing for kill

Yeah, kill stealing for kill bonuses is probably not going to be much of a problem. Borderlands 2 has a bunch of characters with kill skills (buffs that activate on kill) but there's usually enough enemies for a group to all have their own targets. The only time it ends up mattering is if there's only one enemy and then the group usually decides whose skill is most useful. So I don't foresee it as much of a problem.

As for the medial discussion. I'm probably pretty average as far as the game playing populous goes, no post secondary education, don't really raid on MMOs, plays both casual games and non casual games, have no prefered genre of game, and I had no problem with medial. Especially when it's surrounded by other words for various other magnitudes of thing. So when one attack says it does light damage I can pretty easily figure out what medial means/is from the context clues.

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It is good that we're going

It is good that we're going over the term being used for mid-range one more time. It heals the conflict, and helps those who learn a bit slower. You could even say it is... remedial.

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Not to mention, it helps

Not to mention, it helps those of us who may be insomniacs get relief. :)

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I was thinking about the

I was thinking about the Masteries today, Enforcer ones really, and specifically Inspiration Mastery.

Is this set in stone? Instead of on defeat of an enemy, I was thinking, why not make it on Crit? That would seem to make it much more useful and much more tempting for players to take.

Still wondering if Surprise Strike will get a lot of love or not, but I imagine with a melee set with stuns or some such, it might.

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Brand X wrote:
Brand X wrote:

I was thinking about the Masteries today, Enforcer ones really, and specifically Inspiration Mastery.

Is this set in stone? Instead of on defeat of an enemy, I was thinking, why not make it on Crit? That would seem to make it much more useful and much more tempting for players to take.

Still wondering if Surprise Strike will get a lot of love or not, but I imagine with a melee set with stuns or some such, it might.

You have to keep in mind that players can combine Masteries, with increased crit rate and a buff on crit, it can be quite powerful, especially since the buffs are applicable to the group.

We will keep an eye on performance for all the Masteries through testing.

If the are under performing because of the defeat condition we will make adjustments.

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I did think of that and I was

I did think of that and I was basing what I said purely on that the other Masteries didn't look like they really increased crit rate that often.

The first Surprise Strike one, if on a team, and with the Inspiration one, may be the benefit to that, but it would go back to needing a team and not as good solo. Then could get it on CCed enemies too, but that left them with just the first team buff.

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Brand X wrote:
Brand X wrote:

I did think of that and I was basing what I said purely on that the other Masteries didn't look like they really increased crit rate that often.

The first Surprise Strike one, if on a team, and with the Inspiration one, may be the benefit to that, but it would go back to needing a team and not as good solo. Then could get it on CCed enemies too, but that left them with just the first team buff.

Solo can be set up with the proper builds: take a stealth Tertiary, have a primary with control effects, take a Manipulation Tertiary (when they come out). When the different Specifications are released, Support Sets May carry control effects, or when the Protection-Manipulation Hybdrid Secondaries are released.

Are they more team friendly? Certainly. But they restricted to a team only environment either. We have a couple of Masteries which are team oriented.

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Reading the Eliminator

Reading the Elimination description

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Huckleberry wrote:
Huckleberry wrote:
Tannim222 wrote:

The language of the cone area as medial applies to both width and length of the cone. We could have just left it at cone, droppingbthe descriptor but felt hat since we have different cone widths and lenghts, proving at least the descriptor woudl suffice. I was specifically told to not use any numbers in the descriptions of powers, so I didn’t.

A medical code width is not 180 because that would be half a sphere. 180 is are largest cone we have m. I will leave it up to you to extrapolate what a medial cone width is from there.

The point was to provide a description using our common descriptors of powers. Over time players will get used to learning understanding what he numbers are behind the descriptors.

One can also complain about what a slow recharge is compared to a very slow rechsge or a quick compared to very fast. There are no numbers to go by, but they provide a description that is meant to convey a value.

If the issue is with medial instead of medium, or moderate, consider that the issue behind the term as far as “what the heck does that mean in terms of numbers”
Would still lie unanswered.

I don't think you understood his point.

The point is that the word medial not only is being used incorrectly, but is not being well understood by the intended audience.

Yes, I know that the word medial means in the middle. But that is the Webster's Definition, which is faulty in that it is attempting to be too concise to impart the full meaning. The word median is being used as if someone speaking English as a second language picked it from a dictionary because of its definition, without realizing the implications. When Marriam Webster states "In the middle," it means "in the middle with regards to an object, entity or thing that has discernible sides, edges or boundaries." Even the mathematical use of the word Median is used with regard to geometry and the relationship between apexes and sides and edges, depending upon which branch of mathematics we are discussing.

So we can use the word medial properly when referring to cones if we want to show the damage increases towards the medial of the cone. But to call a singe cone medial is a total misuse of the word. And yes, I realize that you are not referring to the cone as medial, but rather the size of the cone is medial. And by this, it is implied that you are looking at all the sizes of all your cones arrayed in front of you in ascending or descending order and attempting to impart that among this array, the cone in question has a size that is in the middle of this body of numbers. That is a stretch of the term and is not one that gets its point across well when used in the fashion that you have used it.

This ^.

Anyone with half a brain and an education can use a technical term when talking to a non-technical audience. It's not an effective way to communicate, though. Especially when you irk even the subset of your audience that *is* technical by using it inaccurately.

You ahould also be thinking about how you will translate those terms into foreign languages, or how your audience will do so. You're buying yourself grief you don't need.

Stick to common words that are easily understood and worry about technical accuracy when it's time to talk numbers. Until then it isn't providing added value.

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So, you're saying "Keep It

So, you're saying "Keep It Simple, Simon"? :)

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Atama wrote:
Atama wrote:
Huckleberry wrote:

Follow-up comment:

You stated that the mastery effects for defeating enemies only procs for the character making the killing blow. I see this becoming a problematic issue for groups, and kill-stealing could become a [i]thing[/i]; especially when more than one character in the group is trying for kill procs. I hope this is something you will remain open about as we go into testing with real people.

This is common in many MMOs I play and in practice it’s never a problem. And I’ll tell you why.

When you have a stacking bonus that builds up based on the number of kills you have, the only way to effectively have it work is to go after enemies that die quickly (gangs of mooks). Otherwise you’re taking too long to build up that stack, and it’s futile. One side effect of mowing down hordes of enemies is that you can’t really tell who is getting the credit for each individual kill, or which enemy you’re getting credit for and which you’re not. You’re only able to pay attention to killing stuff and occasionally glancing at that stack of buffs. If there’s 3 people in your group and you all attack a group of 6 enemies then you’re all going to average out 2 kills. As long as you’re going through mooks fast enough to keep building the stack you’ll be okay.

If you’re not, well, maybe that’s just not the mission to support doing that so live with it and get past it.

What you’re probably not going to ever have is a situation where you’re never getting any procs because someone else is always taking them. That’s the only way that “kill stealing” can occur. And if somehow you’re never landing the killing blow and someone else is, that can only mean that you’re putting out puny damage and a teammate is just destroying stuff with larger and faster damage numbers. So either you’re too weak to participate, the other guy is too strong (a high level going with newbies for kicks maybe), or your build is unbalanced negatively against theirs (which is a whole other problem).

In any case, I can tell you from experience that it shouldn’t be a problem because it works just fine in other games.

My experience is completely the opposite so I disagree. Also, you're completely sidelining builds focused on support. I've never understood this last hit business and in a superhero MMO. What experience exactly are we trying capture here? What's the point of this mechanic?

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Wouldn't a much easier and

Wouldn't a much easier and more reliable way to implement a buff such as this be based on hitting an enemy rather than defeating it (or each time a relevant power is activated)? This way it works no matter who gets the last hit and it works in situations where you aren't just stomping on trash. Boss fights, pvp, etc. It means it will be working the same all the time.

You get the same exact feeling for the ability, ramping up your power as you get stuck in the fight. It is just more reliable, has a lower learning curve for use, and performs based only on the main design feature of the ability (time) rather than luck.

You could even go so far as to have a relatively high number of max stacks with a relatively small impact per stack, having individual stacks fall off over time rather than the whole pile vanish instantly. This adds to the feel of the ability encouraging as much aggression as possible without making it quite so binary in case the next baddie is *just* out of reach. The speed at which they fall off could even adjust over time, with buffs dropping faster the longer the player sits idle. If the animation of the buffs falling off draws player attention a bit as it speeds up (pulsing, glowing, changing color, whatever) it further encourages the whole "gotta go fast berserker" idea behind the ability. This could even be linked to a minor visual effect like a slight red fringe around the edge of the screen.

Little touches like this can really help not only to give abilities a very unique and interesting feel but draws players in. It helps eliminate learning curves and provides a means to convey information to the player on an intuitive and instinctive level.

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dreamcatcher wrote:
dreamcatcher wrote:

My experience is completely the opposite so I disagree. Also, you're completely sidelining builds focused on support. I've never understood this last hit business and in a superhero MMO. What experience exactly are we trying capture here? What's the point of this mechanic?

No offense but I have trouble believing that you’ve played an MMO where there was conflict because a teammate was stealing kills from you and you never stacked buffs. What game was that exactly? I can’t even see how that’s possible. I’m honestly curious about this.

Also, yes, of course I’m ignoring support builds when discussing a mechanic that is increasing your ability to deal damage, is maintained by dealing damage and defeating enemies, and is part of a Mastery focused on dealing damage. I also failed to account for the price of tea in China with my argument.

You may as well complain that a mechanic that is triggered by healing allies doesn’t benefit a pure damage-dealing build.

As for what experience you’re capturing, again I can speak from my past history with identical mechanics in other games. It encourages speed play, what I’ve always called the “gogogo” playstyle. It is like playing a Warrior in WoW, where you build up Rage in combat that is a resource you spend for special maneuvers, and outside of combat your Rage steadily depletes when it’s not being replenished. It simultaneously supports a no-downtime playstyle while encouraging it. It’s basically the opposite of the mechanic that gives you a resource that you use up in combat and is replenished by resting outside of combat (like “mana” in many traditional MMORPGs).

Some people like the no-rest, DOITNOW style of play (I’m like that, I admit). While some people don’t like the feeling of being pushed to keep going without a break. Fortunately this is an optional Mastery and hopefully it doesn’t end up being the only viable Mastery for dealing damage, so that players really do have choices.

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TheInternetJanitor wrote:

My default stance would be if you get experience for the kill, you should get the buff too. Regardless of who killed it.

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I forgot to add... When a

I forgot to add... When a game uses the mechanic that you have to kill to gain, maintain, or add to a buff, usually that means that the skill is functioning as a “trash cleaner” or “mook killer” focused on killing large amounts of weak enemies. This is contrasted with an ability that procs on hitting an enemy which is typically better against bosses. That’s the other kind of playstyle being encouraged.

I personally prefer the “on-hit” mechanic since it’s less specialized, but typically for balance reasons the “buff on kill” benefits give higher bonuses. Yes you’re better at killing trash than killing the Big Bad, but you’re [b]really[/b] good at killing trash.

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There are reasons many of

There are reasons many of these Masteries which use the defeat status instead on hit.

It highly favors faster activating, lower cool down powers. The effect on the Masteries doesn’t scale based on activation period. It would be horrendous work to account for that.

The effects that are also increased by Momentum end up multiplicative with the triggered effect. Having to attack to gain Momentum and hscinn an effect that triggered on rach hit - in a Mastery - even if starting small (which many do) would become too potent.

I have already addressed using Criticals as a trigger in case someone wants to discuss that again, look back up thread.

Using an Assist for Defeat is possible. The issue there is tagging targets with a single bit of damage with say a basic attack, or s a single tick of time for any effect would get counted. This favors AoE builds, or tagging enemies and will result in triggering more often the. Intended.

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By hit I meant hit with a

By hit I meant hit with a specific power, sorry. Having the stacks grow when you use specific power or powers from the set makes it much easier to balance and keeps the mechanic within the set it was built for on top of all the previously mentioned stuff about being reliable and easy to learn. With the gradual decay mechanics mentioned earlier a berserker player could pick up whatever other powers they want to use and still keep their buff going as long as they stay in the thick of battle. That is the whole point of the ability after all. The design goal is to encourage and reward the player for staying in combat for extended periods of time.

You get all your berserker fun and it is equally effective in groups and out, against bosses and trash. It moves the gameplay from gimmicky to smooth and does away with any chance of the power design punishing the player because they dared to play with friends or take on a big bad.

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TheInternetJanitor wrote:
TheInternetJanitor wrote:

By hit I meant hit with a specific power, sorry. Having the stacks grow when you use specific power or powers from the set makes it much easier to balance and keeps the mechanic within the set it was built for on top of all the previously mentioned stuff about being reliable and easy to learn. With the gradual decay mechanics mentioned earlier a berserker player could pick up whatever other powers they want to use and still keep their buff going as long as they stay in the thick of battle. That is the whole point of the ability after all. The design goal is to encourage and reward the player for staying in combat for extended periods of time.

You get all your berserker fun and it is equally effective in groups and out, against bosses and trash. It moves the gameplay from gimmicky to smooth and does away with any chance of the power design punishing the player because they dared to play with friends or take on a big bad.

That isn’t how Materied are meant to be be used. The closest to that we have gotten is giving increased crits to control set powers in one Mastery.

Or for one set using a Control Set Power tomactivste after a Momentum threshold is met.

But given that theater are up to 9 possible powers or use in a Control Set as a trigger it isn’t targeting a specific power in the set. And then it affects all control effects used for the duration.

With the Enforcer Mastery, any power that affects a hostile target, even if it’s a control or a debufff still increases Momenum ehen you hit.

They aren’t meant to trigger by spectating a Power - then we would have to go back and rebalanceornat least revisit the amateur functions every time we wanted to add a new set to that Archetype.

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Tannim222 wrote:
Tannim222 wrote:

Using an Assist for Defeat is possible. The issue there is tagging targets with a single bit of damage with say a basic attack, or s a single tick of time for any effect would get counted. This favors AoE builds, or tagging enemies and will result in triggering more often the. Intended.

That won't happen if the "assist" tag is given only to players that delivered more than 50% of the damage (or 75% or 90%, your choice, based on how often you want it to trigger and how to leave out of this the non-top AOE damages).

90% for example is very useful. It's rare, but it still takes out the possibility that a mate just gives the LAST HIT (kill steal factor, even if not on purpose) and makes you hate for it. If you delivered all the damage, the assist is yours and so the effect of your power is trigged.

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ThunderCAP wrote:
ThunderCAP wrote:
Tannim222 wrote:

Using an Assist for Defeat is possible. The issue there is tagging targets with a single bit of damage with say a basic attack, or s a single tick of time for any effect would get counted. This favors AoE builds, or tagging enemies and will result in triggering more often the. Intended.

That won't happen if the "assist" tag is given only to players that delivered more than 50% of the damage (or 75% or 90%, your choice, based on how often you want it to trigger and how to leave out of this the non-top AOE damages).

90% for example is very useful. It's rare, but it still takes out the possibility that a mate just gives the LAST HIT (kill steal factor, even if not on purpose) and makes you hate for it. If you delivered all the damage, the assist is yours and so the effect of your power is trigged.

Then we need separate code. The game isn’t meant to care if you do 1 pt of damage or 99% of damage for you to get credit on an assist.

Also use it Damage as a metric favors particle builds over many others for earning an assist.

Using variable assists still ends up in possible favoring certain builds but if you set up various metrics to acookodate multiple types of effects and builds, you typically end up with the same issues.

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The main Masteries that

The main Masteries that require the harscter defeating the target are:

Rage - Explosive Rage
This makes an attack causes area effect damage off the defeated target.

Inspiration (all 3 tiers) provides AoE buffs (mainly sustain, but the T3 adds critical chance buffs).

Resolve (all 3 tiers) provides self sustain buffs.

If these effects were based off every hit the would quickly result in too great an impact on play.

Thresholds on damage dealt favors certain sets over others.

Many of these tier 1 and 2 Masteries can be pairs with a Mastery within the same Archetype that buffs crit rates (conditionally) an there are Refinements that improve crit rate.

There Masteries are on Archetypes designed with the main function of dealing damage and attacking.

The consideration I have if testing shows performance isn’t where we want (insufficently where we want) ornit results in negative play behaviors in groups, is to have the defeat condition include if there is a current effect on the target. This can be instead of the “you must defeat” condition, or in combination with it (either / or, not and).

Current effects include: damage over time, debuffs, and controls. Which most offense sets have some some form (or more) of these.

The edge case here are knock effects which generally don’t last as long as other effects. And there are some that rely more on knock effects over other kinds of effects.

Overall, this increases the probability of the Mastery triggering without using a threshold effect. It also eases the group play dynamics. Without hopefully resulting in over performance. It may still be necessary to limit some Mastery powers to the “you must defeat” (eyes Exposive Rage).

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This discussion of masteries

This discussion of masteries based on kills made me think of a related question:

Will there be a system to prevent kill-stealing when it comes to experience points? I assume CoT will share xp among everyone on a team, but if you're alone outside of an instance and you have an enemy whittled down to 1 hp, what happens regarding xp reward if another character happens along and hits the enemy for that last hp before you can?

Spurn all ye kindle.

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Cinnder wrote:
Cinnder wrote:

This discussion of masteries based on kills made me think of a related question:

Will there be a system to prevent kill-stealing when it comes to experience points? I assume CoT will share xp among everyone on a team, but if you're alone outside of an instance and you have an enemy whittled down to 1 hp, what happens regarding xp reward if another character happens along and hits the enemy for that last hp before you can?

Good question. Another is, once you defeat an enemy, can someone else get the drops off it, or only you? If only you, then referring back to the kill-steal, will the kill-thief then get those drops? Hmm... I hope those questions were coherent...

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Mordheim13 wrote:
Mordheim13 wrote:
Cinnder wrote:

This discussion of masteries based on kills made me think of a related question:

Will there be a system to prevent kill-stealing when it comes to experience points? I assume CoT will share xp among everyone on a team, but if you're alone outside of an instance and you have an enemy whittled down to 1 hp, what happens regarding xp reward if another character happens along and hits the enemy for that last hp before you can?

Good question. Another is, once you defeat an enemy, can someone else get the drops off it, or only you? If only you, then referring back to the kill-steal, will the kill-thief then get those drops? Hmm... I hope those questions were coherent...

We are following the system from the old game. If someone does something to an enemy, like take that last 1 go, they get some do for the “assist”. There is no “kill stealing”’for do in the game.

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Tannim222 wrote:
Tannim222 wrote:

Using an Assist for Defeat is possible. The issue there is tagging targets with a single bit of damage with say a basic attack, or s a single tick of time for any effect would get counted. This favors AoE builds, or tagging enemies and will result in triggering more often the. Intended.

Doesn't an "on defeat" trigger still favor AoE builds, though?

I mean, statistically, if you're hitting more mobs with your attacks, aren't you're also more likely to get the last hit in on more mobs?

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As for Loot, I'm hoping that

As for Loot, I'm hoping that rewards go with the defeat and there's no looting separate from defeating. So, if one does most of the defeating and earns most of the exp, as a result, one also receives most of the other rewards, as well, and immediately.

One-button auto-loot is okay, but I'd rather not have to slow down at all and just keep earning rewards of every kind.

Back in '04, that was one of my favorite features in CoH, coming from EverQuest. Once you defeated your opponent, there was no need to stop and loot and skin and butcher the critter to gather its components. That was all 'auto-hoovered' into my inventory, so I could keep fighting! Keep moving. Keep on saving the city!

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I think that the defeat

I think that the defeat mechanics will work fine. The Borderlands series have had kill skills (bonuses that apply on kills) since the first game and as far as I know there's never been any real problems with it.

Just have to make sure there's enough enemies to go around.

Also another thing to remember is your hero won't be useless or anything without your bonuses.

"Let the past die. Kill it if you have to."

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Tannim222 wrote:
Tannim222 wrote:

We are following the system from the old game. If someone does something to an enemy, like take that last 1 go, they get some do for the “assist”. There is no “kill stealing”’for do in the game.

Thanks, Tannim; that's what I was hoping for. I remember in the early days of the old game you could kill-steal from a non-teamed character, but then they changed it to the 'assist' model. Just out of curiosity, in this scenario of non-teamed characters does xp get awarded proportionately based on damage done? I'm assuming -- perhaps incorrectly -- that for teamed characters xp and drops are rewarded equally across the entire team, so this non-teamed scenario could be different. Also, are drops for non-teamed cooperating characters (or the chances for a drop) awarded proportionately as well?

Fireheart wrote:

As for Loot, I'm hoping that rewards go with the defeat and there's no looting separate from defeating. ... That was all 'auto-hoovered' into my inventory, so I could keep fighting! Keep moving. Keep on saving the city!

Oh yes, I'm hoping for this as well. In fact, I'd be very surprised if any spiritual successor made us stop to loot bodies.

Spurn all ye kindle.

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The goal of the mechanic is

The goal of the mechanic is to reward the player for staying in combat, so why not simply have them work off of combat state? If the player is in combat, gain a stack every so often. If they leave combat, lose stacks every so often.

This sets up the same gameplay and feel for the ability while making it equally useful in all situations that would be affected by an per-kill credit mechanic (grouping, bosses, trash, solo, etc).

This would also make it more attractive to less pure burst damage focused builds, allowing more builds to consider it. You could also make the damage increase from the buff percentage based so that glass cannon types get more from it but more durable or controlling characters have an easier time keeping it charged up since they drag out combat. This would make it attractive to many builds.

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Project_Hero wrote:
Project_Hero wrote:

I think that the defeat mechanics will work fine. The Borderlands series have had kill skills (bonuses that apply on kills) since the first game and as far as I know there's never been any real problems with it.

Just have to make sure there's enough enemies to go around.

Also another thing to remember is your hero won't be useless or anything without your bonuses.

I see what you're saying PH but I'm not sure Borderlands is a good example. They designed the game so that nearly all skills were passive, severely limiting their options and forcing most skills to be flat stat changes or automatically triggered. They also had a hilarious amount of bugs and I don't think the devs have ever heard the word "balance" in their lives. The games are fun but you aren't going to hear people say "you know I really felt impressed when I put my 17th point in a passive skill that did not change how I played the game".

It was also a game where you would generally kill enemies in droves in fractions of a second and all characters were designed to dish out the hurt. Many bosses even had minions that spawned as part of their fights, so players were rarely without easy targets to stomp on. While CoX will certainly have mooks to smack around the chance of it having gameplay as fast paced and action focused as that is slim given the stated design goals from the devs about appealing to a broad audience and requiring no special reflexes or attention. Even if it did, having the mechanic not triggered on deaths but on a more reliable meter like combat state can give you the exact same gameplay mechanic with none of the downsides.

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TheInternetJanitor wrote:
TheInternetJanitor wrote:
Project_Hero wrote:

I think that the defeat mechanics will work fine. The Borderlands series have had kill skills (bonuses that apply on kills) since the first game and as far as I know there's never been any real problems with it.

Just have to make sure there's enough enemies to go around.

Also another thing to remember is your hero won't be useless or anything without your bonuses.

I see what you're saying PH but I'm not sure Borderlands is a good example. They designed the game so that nearly all skills were passive, severely limiting their options and forcing most skills to be flat stat changes or automatically triggered. They also had a hilarious amount of bugs and I don't think the devs have ever heard the word "balance" in their lives. The games are fun but you aren't going to hear people say "you know I really felt impressed when I put my 17th point in a passive skill that did not change how I played the game".

It was also a game where you would generally kill enemies in droves in fractions of a second and all characters were designed to dish out the hurt. Many bosses even had minions that spawned as part of their fights, so players were rarely without easy targets to stomp on. While CoX will certainly have mooks to smack around the chance of it having gameplay as fast paced and action focused as that is slim given the stated design goals from the devs about appealing to a broad audience and requiring no special reflexes or attention. Even if it did, having the mechanic not triggered on deaths but on a more reliable meter like combat state can give you the exact same gameplay mechanic with none of the downsides.

So you just make the mooks squishier and numerous, make the buffs from the kill skills last longer than a handful of seconds (or fractions of seconds in some Borderlands kill skill cases), give bosses minions... And there you go.

It's pretty easy to have it work the same just over a longer time frame.

Edit: Also from reading the masteries part there's not that many of them that key off of defeats. We got one enforcer mastery (a class that will be defeating the lion's share of enemies anyway), one part of one of another enforcer mastery, one part of one ranger mastery, one ranger mastery set who's bonuses would matter less in a team anyway, one part of one guardian mastery that also works when an ally defeats something... And that's it.

So like, 9 mastery skills that key off when you defeat an enemy. Most of them on the high DPS classes. And three of those are less useful in a team (providing regen and defensive abilities on a class that's likely the squishiest which will matter less on a team with a tank and a guardian), one of those that works whenever a member of a team defeats something, one mastery tree that lets an enforcer do a little support (good for duos and small teams), one that does a little damage to things around the target you defeat (great of it can trigger itself on targets defeated by the effect), and finally one that makes you a bit better at what you already are doing/what the other masteries give you.

In short, I really doubt it'd be game breaking if you took one of these and it didn't get activated and the only way I can see it not activating (remember all of these that require the player to defeat something are on the high DPS classes) is if you're on a team with a large number of DPS classes. Which if you are you'll be mowing down enemies anyway so it'll likely not matter too much.

"Let the past die. Kill it if you have to."

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It comes down to the

It comes down to the execution in the end, as you said there are ways to make it work.

It just requires more effort to balance the abilities and ensure all content is created with it in mind in order to make it work that way. You can do it, but why create work for yourself?

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TheInternetJanitor wrote:
TheInternetJanitor wrote:

It comes down to the execution in the end, as you said there are ways to make it work.

It just requires more effort to balance the abilities and ensure all content is created with it in mind in order to make it work that way. You can do it, but why create work for yourself?

Because doing so might make a more interesting and varied experience?

I mean it's just a few things to keep in mind when creating is all. Like, write it on a big board or something.

Enemies: Numerous and squishy
On defeat abilities: time frames between x-y
Bosses: have minions

I don't see how it requires any more effort at all. Giving all bosses some minions might be, but there's tons you can do with it; small drones, illusionary copies, turrets that pop out, actual dudes, fires targetable energy balls, spawns targetable objects, etc.

Also also. They might/probably have designed the content to be completely doable with no masteries.

Also also also. Balancing the game is going to be needed anyway. Even if those skills were anything else they'd still need balancing, I don't think them being on defeat makes them much/any more harder to balance.

Also x4. If a player doesn't like using them, or finds that they're underutilized they can respec/make a build not using them... So I really don't see any problems with the abilities.

Yeah, they could be under/over powered but so could anything else in the game and likely after testing will be balanced accordingly.

I trust the devs know what they're doing. Buffs such as these have been in other games before so it's nothing new or groundbreaking and they have lots of sources to go on.

"Let the past die. Kill it if you have to."

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Project_Hero wrote:
Project_Hero wrote:
TheInternetJanitor wrote:

It comes down to the execution in the end, as you said there are ways to make it work.

It just requires more effort to balance the abilities and ensure all content is created with it in mind in order to make it work that way. You can do it, but why create work for yourself?

Because doing so might make a more interesting and varied experience?

I mean it's just a few things to keep in mind when creating is all. Like, write it on a big board or something.

Enemies: Numerous and squishy
On defeat abilities: time frames between x-y
Bosses: have minions

I don't see how it requires any more effort at all. Giving all bosses some minions might be, but there's tons you can do with it; small drones, illusionary copies, turrets that pop out, actual dudes, fires targetable energy balls, spawns targetable objects, etc.

Also also. They might/probably have designed the content to be completely doable with no masteries.

Also also also. Balancing the game is going to be needed anyway. Even if those skills were anything else they'd still need balancing, I don't think them being on defeat makes them much/any more harder to balance.

Also x4. If a player doesn't like using them, or finds that they're underutilized they can respec/make a build not using them... So I really don't see any problems with the abilities.

Yeah, they could be under/over powered but so could anything else in the game and likely after testing will be balanced accordingly.

I trust the devs know what they're doing. Buffs such as these have been in other games before so it's nothing new or groundbreaking and they have lots of sources to go on.

The last 2 paragraphs of this put it perfectly. Let's trust that the people who are (at least metaphorically speaking) making a living doing this know what they're doing. Give it a chance, and wait to panic or revolt IF it turns out not to work properly. It can be fixed. Of course, that's what I said about Disney taking over the Star Wars franchise, but usually it's a good policy, and works out just fine. :D

Shocking Blu

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Fireheart wrote:
Fireheart wrote:

As for Loot, I'm hoping that rewards go with the defeat and there's no looting separate from defeating. So, if one does most of the defeating and earns most of the exp, as a result, one also receives most of the other rewards, as well, and immediately.

One-button auto-loot is okay, but I'd rather not have to slow down at all and just keep earning rewards of every kind.

Back in '04, that was one of my favorite features in CoH, coming from EverQuest. Once you defeated your opponent, there was no need to stop and loot and skin and butcher the critter to gather its components. That was all 'auto-hoovered' into my inventory, so I could keep fighting! Keep moving. Keep on saving the city!

Be Well!
Fireheart

Point. I had forgotten about that from TOG; I've been playing SWTOR lately. :)

Shocking Blu

Project_Hero
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Mordheim13 wrote:
Mordheim13 wrote:

Give it a chance, and wait to panic or revolt IF it turns out not to work properly. It can be fixed. Of course, that's what I said about Disney taking over the Star Wars franchise and it worked out just fine. :D

Fixed it for you

:P

"Let the past die. Kill it if you have to."

Mordheim13
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Project_Hero wrote:
Project_Hero wrote:
Mordheim13 wrote:

Give it a chance, and wait to panic or revolt IF it turns out not to work properly. It can be fixed. Of course, that's what I said about Disney taking over the Star Wars franchise and it worked out just fine. :D

Fixed it for you

:P

No, you made a lie out of my statement. Please don't do that again.

Shocking Blu

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Mordheim13 wrote:
Mordheim13 wrote:
Project_Hero wrote:
Mordheim13 wrote:

Give it a chance, and wait to panic or revolt IF it turns out not to work properly. It can be fixed. Of course, that's what I said about Disney taking over the Star Wars franchise and it worked out just fine. :D

Fixed it for you

:P

No, you made alot of fun out of my statement. Please do that again.

Fixed it for you.

"Let the past die. Kill it if you have to."

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Ok there were several

Ok there were several diffferent topics brought up.

Loot drops automatically, there is no “corpse looting”.

Non-grouped asssits for earning loot works the same way as the old game.

There are 8 Mastery Powers in total that use the “you must defeat” condition.

Yes, even these will have a higher probability of triggering on AoE builds. But no where as prevalent if these were triggered “on hit”. If you were to compare by a spawn to spawn basis the single target builds would provide yield smaller but consistent results while an AoE build would have larger but more spaced out results.
The AoEs may have opportunity to provide a faster, larger result (depending on the set) clearing Mooks, but would prove less consistent. Remember, there are less global bonuses for recharge than the old game. It is going to be more difficult to hit that max recharge so pumping out AoEs will be less prevalent.

Those Masteries that use the defeat condition have potential to be very potent. Of those, Resolve is the one I could see as possibly easing up on and adding the assist on defeat with a current effect condition.

I will explain.

Explosive Rage and Kill Streak both lend themselves to occurring more often due to the 2 Mastery powers that precede them.

Inspiration has a lot of potential due to the team buffs aspects and the T3 improves the buffs with Momentum, The buffs can be very significant.

Resolve is the one Mastery that has the least impact on team play. Outside of a Ranger that regenerates, can keep using powers, and is difficult to control can affect a groups performance. But this is the one Mastery Set I am most interested in seeing how it performs.

We will monitor all of them of course s d make changes where necessary. Using an assist in defeat with current consiftion may be a good fit for Resolve.

[hr]I don't use a nerf bat, I have a magic crowbar!
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I really like Resolve also.

I really like Resolve also. It fits very well with my Ranger concept and it’s the Mastery I’m most interested in for that archetype. I hope it works well.

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Atama wrote:
Atama wrote:

I really like Resolve also. It fits very well with my Ranger concept and it’s the Mastery I’m most interested in for that archetype. I hope it works well.

A solo resolve ranger with a defensive tertiary (or later, secondary) sounds like it would be tough to bring down.

"Let the past die. Kill it if you have to."

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Project_Hero wrote:
Project_Hero wrote:
Atama wrote:

I really like Resolve also. It fits very well with my Ranger concept and it’s the Mastery I’m most interested in for that archetype. I hope it works well.

A solo resolve ranger with a defensive tertiary (or later, secondary) sounds like it would be tough to bring down.

That’s my hope, especially without the Gunner option at launch.

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Project_Hero wrote:
Project_Hero wrote:
Mordheim13 wrote:
Project_Hero wrote:
Mordheim13 wrote:

Give it a chance, and wait to panic or revolt IF it turns out not to work properly. It can be fixed. Of course, that's what I said about Disney taking over the Star Wars franchise and it worked out just fine. :D

Fixed it for you

:P

No, you made alot of fun out of my statement. Please do that again.

Fixed it for you.

I try to be reasonably civil in my discourse, but congratulations, Project: Zero. You have inspired me to abandon that policy. GO FUCK YOURSELF, SIR/MA'AM/IT.

Shocking Blu

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Mordheim13 wrote:
Mordheim13 wrote:
Project_Hero wrote:
Mordheim13 wrote:
Project_Hero wrote:
Mordheim13 wrote:

Give it a chance, and wait to panic or revolt IF it turns out not to work properly. It can be fixed. Of course, that's what I said about Disney taking over the Star Wars franchise and it worked out just fine. :D

Fixed it for you

:P

No, you made alot of fun out of my statement. Please do that again.

Fixed it for you.

I try to be reasonably civil in my discourse, but congratulations, Project: Zero. You have inspired me to abandon that policy. GO FUCK YOURSELF, SIR/MA'AM/IT.

I would like you to do somethings for me.
1) grow a sense of humor.
2) learn your opinion isn't fact

Lots of love
-Project Zero

"Let the past die. Kill it if you have to."

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One of the most annoying

One of the most annoying things people do on here is editing what someone says.

It's not cute, its not funny, and saying it was just for laughs is a joke. We all know how much that touches a nerve with people.

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Wolfgang8565 wrote:
Wolfgang8565 wrote:

One of the most annoying things people do on here is editing what someone says.

It's not cute, its not funny, and saying it was just for laughs is a joke. We all know how much that touches a nerve with people.

Actually, I don't know that. This is literally the first I'm hearing of it. I see it done on other forums and no one minds. Because it's a joke. I made it clear that I had edited it, so there's really nothing to get mad about.

It's the forum equivalent of

"This thing sucks"
"I think you mean it's awesome."

There's literally no harm in it.

So what's the beef with it, exactly?

"Let the past die. Kill it if you have to."

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Project_Hero wrote:
Project_Hero wrote:
Wolfgang8565 wrote:

One of the most annoying things people do on here is editing what someone says.

It's not cute, its not funny, and saying it was just for laughs is a joke. We all know how much that touches a nerve with people.

Actually, I don't know that. This is literally the first I'm hearing of it. I see it done on other forums and no one minds. Because it's a joke. I made it clear that I had edited it, so there's really nothing to get mad about.

It's the forum equivalent of

"This thing sucks"
"I think you mean it's awesome."

There's literally no harm in it.

So what's the beef with it, exactly?

He asked you to not to it again and you continued so no its not the equivalent. You knew it was annoying him.

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Agreed. Never took the

Agreed. Never took the editing to be anything more than what PH said. Never took the fixed it for you posts seriously. Don't always agree with them either :p

Project_Hero
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Wolfgang8565 wrote:
Wolfgang8565 wrote:
Project_Hero wrote:
Wolfgang8565 wrote:

One of the most annoying things people do on here is editing what someone says.

It's not cute, its not funny, and saying it was just for laughs is a joke. We all know how much that touches a nerve with people.

Actually, I don't know that. This is literally the first I'm hearing of it. I see it done on other forums and no one minds. Because it's a joke. I made it clear that I had edited it, so there's really nothing to get mad about.

It's the forum equivalent of

"This thing sucks"
"I think you mean it's awesome."

There's literally no harm in it.

So what's the beef with it, exactly?

He asked you to not to it again and you continued so no its not the equivalent. You knew it was annoying him.

Pretty much only did that because they said I made their statement false. Said statement being an opinion.

If they just said "Please don't do this to one of my posts again." I'd have said, "Alright." Or more likely nothing at all and just thought the person had absolutely no sense of humor at all.

See the appropriate response to a fixed it for you post is either a sarcastic "Oh, yeah. That's what I meant, thanks." Or literally no response at all.

"Let the past die. Kill it if you have to."

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I was unaware that it WAS

I was unaware that it WAS possible to edit someone else's posts. For someone who believes deeply in Free Speech, that bothers me, whether I was ever the victim of it or not. I'm not one who cries "Rape!" about everything, but it's kind of verbal rape. "I don't like your opinion, so I'm not going to argue with it, or ignore it, I'm going to FORCIBLY CHANGE it." I can't imagine any world where that is cool. If you disagree with me, be man/woman enough to argue it, or just ignore it. I do not express my opinions as fact, but I DO express them. We Americans believe in that kind of stuff. We will fight for it, for ourselves and others. Many of us have died for it, but that doesn't stop us.
Oh, and considering you a douchebag for acting like a douchebag does not mean that I have no sense of humor. It might just mean you're a douchebag. Or not. Who knows? ::shrug::

Shocking Blu

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You can't edit someone else's

You can't edit someone else's post. You can edit your own post, which can include quotes and editing quotes is a media tradition!

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Mordheim13 wrote:
Mordheim13 wrote:

I was unaware that it WAS possible to edit someone else's posts. For someone who believes deeply in Free Speech, that bothers me, whether I was ever the victim of it or not. I'm not one who cries "Rape!" about everything, but it's kind of verbal rape. "I don't like your opinion, so I'm not going to argue with it, or ignore it, I'm going to FORCIBLY CHANGE it." I can't imagine any world where that is cool. If you disagree with me, be man/woman enough to argue it, or just ignore it. I do not express my opinions as fact, but I DO express them. We Americans believe in that kind of stuff. We will fight for it, for ourselves and others. Many of us have died for it, but that doesn't stop us.
Oh, and considering you a douchebag for acting like a douchebag does not mean that I have no sense of humor. It might just mean you're a douchebag. Or not. Who knows? ::shrug::

[img]http://i0.kym-cdn.com/photos/images/original/000/430/877/271.gif[/img]

You are aware your original post still exists, right? Literally nothing was changed in it.

"Let the past die. Kill it if you have to."

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It’s exactly what’s wrong

It’s exactly what’s wrong with kids today. No respect for others or their boundaries, despite knowing the form of response it provokes. It is at best adolescent behavior and at worst insidious.

I’m sure this is not the first time such behavior has been noted on these forums.

It is precisely the reason so many people stop participating in open forums. Saying one has not heard it is unacceptable behavior is simply repeating the behavior. e.g.: “Oh this bothers you? Well let me just keep doing it then.”

Doing it once and apologizing when finding out it was actually offended the other person would be acceptable but that didn’t happen.

Childish nuisance behavior like this is neither harmless nor humorous. When people do it and the original poster isn't upset they didn’t do anything wrong and it is funny but upon being asked not to do it to them and then doing again immediately after they asked you to stop well that is just wrong.

Of course as usual I’m sure you will argue this one to death too. Just so sad. Respect is a dying virtue.

Mordheim & Wolfgang you have my sympathies, fight the good fight and good luck for his wind is long and stinks of refuse.

It isn’t a matter of having a sense of humor about it it is about being respectful in an open forum.

"A sad spectacle. If they be inhabited, what a scope for misery and folly. If they be not inhabited, what a waste of space." ~ Thomas Carlyle

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