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Discuss: What We Can Do: Augments and Refinements

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Tannim222
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Doctor Tyche wrote:
Doctor Tyche wrote:

I haven't seen any hate. I have seen concern, but understandable concern given the keyhole required due to knowing that adjustment will be necessary over the next few months and it would be better to not set an expectation only to then have to withdraw it due to playtesting.

This.

There are also some very key differences between the old game and our game.

The old game had a 1-100’die roll with clamps on certain mechanics.
We don’t have clamps and we have a system which “morphs the due” to fit the roll. Which can still be interpreted as 1-100 but there are differences.

The old game looked at miss, Defense (avoid being hit), hit and occasionally when applicable, crit. There were times where issues cropped up with to-hit was calculated and accuracy was calculated vs Defense. The old game had to add an extra mechanic for PvP with Elusvity.

We look those things but when there is a hit the system checks how well a hit happened.we don’t have separate to-hit and Accuracy. Miss rate is a separate score on the hit roll system which affects the over all hit range.

The old game had Defense and Resistwnce as its main mechanics for avoiding or mitigating damage.

We have Evasion (avoid being hit) m, Defense (reduce effect by style of attack - which lowers the possible variable roll), Resistance (reduce effect by percentage), and Subtraction (reduce damage by flat amount).

Yes I’m intentionally ignoring healing / regen here) but we have those as well.

Combat ends up working differently as a result of all these factors.

Then we are taking things a step further with giving everyone access to Protection Tertiaries. This opens up a lot of opprotunity to deal with being hit (or not) that the old game didn’t have to worry about for every character.

Finally, please bear in mind that even with all these changes, we can still adjust systems through testing. But just because things worked one way I be old game does not automatically mean that they must be done the same here. There will be similarities, but many things are also new.

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Lothic wrote:
Lothic wrote:
Mind-Freeze wrote:

I loved that muscle amazon head stomping female.....looked like mother russia from bad ass 2 cant wait to play this game you guys did wonderful !!! A++++++++++++

I actually spent a few minutes googling pics of Mother Russia earlier today just because I realized this character in the vid sparked a memory of her. Turns out she's not an exact clone of Mother Russia but she could have easily been Ivan Drago's twin sister instead. ;)

I wouldn't want to fight either one this looks like a go get em ray moment lol

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All along, I thought I was

All along, I thought I was on the fence side that wanted more realistic accuracy and more misses. But then I saw Project Hero's post:

Project_Hero wrote:

I like the "100% hit rate unless" system, let's dodgey folks know they're doing good. If you're a dodger and you know that everything has 100% chance to hit and you see that sweet sweet "miss miss miss miss" (or dodge, or evade, or what have you) it'll probably feel pretty good. On the other hand having an enemy that you can't seem to land a blow on makes them seem a lot more dangerous.

And from a gameplay perspective, I gotta say, I think I like this.

Missing isn't just a matter of degrees now, its a defensive [i]THING[/i]. And I kind of like that it becomes a [i]thing[/i]. And I kind of like how if someone is all evasion'd-up and the attacker hits anyway because of their accuracy refinements. That defender would be, "say what!? How'd you hit me?" and it would mean so much more.

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Im starting to freak out that

Im starting to freak out that I wont get a chance to get in closed beta in July. Will the Kickstarter offer closed beta?

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Doctor Tyche wrote:
Doctor Tyche wrote:

There is closed and open Beta as well. Open Beta will be 4-5 months after the closed/backer Beta access. And with Facebook being the way it is, experience tells us it is better to point to the open when answering questions on there.

So, we're discussing July-August for backer access, October-November for more open access.

Gameplay beta is more up in the air, as we need more parts of it integrated to give a proper estimate, so the range is far wider. We should be able to give a more firm date around the end of June than "end-of-2018/beginning-of-2019" it is now.

So, no last minute backers for those of us who were broke in '13 :p

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I seriously must have been

I seriously must have been living under a rock that year because I didn't find out about COT or the kickstarter until way after it was over.

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The second chance crowdfunder

The second chance crowdfunder will offer the same tiers, you'll get your chance.

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Huckleberry wrote:
Huckleberry wrote:

All along, I thought I was fence side that wanted more realistic accuracy and more misses. But then I saw Project Hero's post:

Project_Hero wrote:

I like the "100% hit rate unless" system, let's dodgey folks know they're doing good. If you're a dodger and you know that everything has 100% chance to hit and you see that sweet sweet "miss miss miss miss" (or dodge, or evade, or what have you) it'll probably feel pretty good. On the other hand having an enemy that you can't seem to land a blow on makes them seem a lot more dangerous.

And from a gameplay perspective, I gotta say, I think I like this.

Missing isn't just a matter of degrees now, its a defensive [i]THING[/i]. And I kind of like that it becomes a [i]thing[/i]. And I kind of like how if someone is all evasion'd-up and the attacker hits anyway because of their accuracy refinements. That defender would be, "say what!? How'd you hit me?" and it would mean so much more.

I like it too. A miss is something special like a crit that is a big deal.

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desviper wrote:
desviper wrote:
Doctor Tyche wrote:

There is closed and open Beta as well. Open Beta will be 4-5 months after the closed/backer Beta access. And with Facebook being the way it is, experience tells us it is better to point to the open when answering questions on there.

So, we're discussing July-August for backer access, October-November for more open access.

Gameplay beta is more up in the air, as we need more parts of it integrated to give a proper estimate, so the range is far wider. We should be able to give a more firm date around the end of June than "end-of-2018/beginning-of-2019" it is now.

So, no last minute backers for those of us who were broke in '13 :p

That's what Second Chance is for.

Technical Director

Read enough Facebook and you have to make Sanity Checks. I guess FB is the Great Old One of the interent these days... - Beamrider

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So that's the chance to

So that's the chance to squeak into the closed beta?

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Nice! Great to hear!

Nice! Great to hear!

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Doctor Tyche wrote:
Doctor Tyche wrote:
desviper wrote:
Doctor Tyche wrote:

There is closed and open Beta as well. Open Beta will be 4-5 months after the closed/backer Beta access. And with Facebook being the way it is, experience tells us it is better to point to the open when answering questions on there.

So, we're discussing July-August for backer access, October-November for more open access.

Gameplay beta is more up in the air, as we need more parts of it integrated to give a proper estimate, so the range is far wider. We should be able to give a more firm date around the end of June than "end-of-2018/beginning-of-2019" it is now.

So, no last minute backers for those of us who were broke in '13 :p

That's what Second Chance is for.

I'm going to crazy on that "I just got my paycheck" vibe when 2nd chance hits. I haven't bought a new game in forever, so I've effectively been saving up for CoT :D

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What is the difference from

What is the difference from recharge timer and passively recharge timer.
Does this mean a power that is not ready to be used can have its recharge timer reduced.

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Godling wrote:
Godling wrote:

What is the difference from recharge timer and passively recharge timer.
Does this mean a power that is not ready to be used can have its recharge timer reduced.

Recharge lowers the cooldown
Passive Charge means "cast time"

The Altruist, Invulnerability/Super Strength Stalwart.

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alltrueist wrote:
alltrueist wrote:
Godling wrote:

What is the difference from recharge timer and passively recharge timer.
Does this mean a power that is not ready to be used can have its recharge timer reduced.

Recharge lowers the cooldown
Passive Charge means "cast time"

Recharge is the cool down.
Passive Charge is now Interrupt Reduction - it isn’t cast time, it is a reduction of the time required for powers that are passively charged to build up the power effect during which the charge can be interrupted causing it to fire off before fully charging.

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Not having the traditional

Not having the traditional RPG-like "hit roll" at first seems a bit weird. Then again with access to defensive tertiaries, as well as classes that can provide buffs, it may not be that big a deal. I'm interested to see how it pans out in actual gameplay. And it's good to hear that the devs haven't painted themselves into a corner and they have a more traditional "Plan B" in case things don't quite work out - it's reassuring to see that level of planning.

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Redlynne wrote:
Redlynne wrote:
Brand X wrote:

Don't understand the hate I'm reading here.

Considering the fact that what you're seeing [i]isn't hate[/i] that's probably the root cause of your confusion.

Magic 8 Ball says ... Try Again.

Okay, how about whining? Complaining? There was never any problem with having to use accuracy. :p

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Tannim222 wrote:
Tannim222 wrote:
Redlynne wrote:

Here's what I'm assuming would happen when translated into City of Titans mechanics terminology.

Focused Fighting (melee Toggle) = Protection + Accuracy/Power Cost/Recharge Time/Crit Rate
Focused Senses (ranged Toggle) = Protection + Accuracy/Power Cost/Recharge Time/Crit Rate
Agile (melee Passive) = Protection + Accuracy/Crit Rate
Practiced Brawler (status protection Click) = Control + Power Cost/Recharge Time
Dodge (ranged Passive) = Protection + Accuracy/Crit Rate
Quickness (global haste Passive) = Optimizer + Passive Charge Time
Lucky (AoE Passive) = Protection + Accuracy/Crit Rate
Evasion (AoE Toggle) = Protection + Accuracy/Power Cost/Recharge Time/Crit Rate
Elude ("nuke" defensive Click) = Protection + Accuracy/Power Cost/Recharge Time/Passive Recharge Time/Crit Rate

Now obviously the old system isn't going to make for a perfect fit into the new one, but I am concerned about the limited scope of applicability for the Refinements revealed so far to apply to Powers that aren't explicitly attack styled Powers. Specifically, I'm worried about a dearth of variations or choices being available to Refine Protections beyond the most bare bones "basic" slotting.

Radiac has it right in that not every power will use every type of Refinement. Some protection powers may not have much use for many refinement types. That is because Refinements adjust how the power works for the originator. The more stuff a power actually does, the more augments it will need.

Take a look at our example powers for Super Agility:
Superior Reflexes (tier 3): this is a permanent power that buffs evasion and also provides a defense buff that stacks when you successfully evade. It only requires a Protection Augment to buff the Evasion value. It is permanent so it doesn't require recharge or power cost reduction Refs. In fact, it has no need for Refs at all. Now you know where to save your time for placing crafted augs of more rarity (until we get to Set bonuses eventually).

Deftness (tier5): is a toggle that increases evasion and also debuffs accuracy. Being a toggle, using power cost reduction is good. However, on the Augment side you have 2 choices: Protection and Attenuator for the accuracy debuff. Since the Accuracy Debuff requires a hit check, you can choose to socket Accuracy Refs there and even Crit rate refs (if you're so inclined to use them).

You have also not seen the entire list of powers and it isn't not necessarily a good assumption to purely look to the old game's version of powers for plotting how a set will work in CoT.

The system feels and sounds familiar to what we had in CoH/CoV. After reaching max level in CoH I was able to use the augments to increase the level of my enhancements. I mean, my enhancements were 5 levels over my toon's level.

Is this about what will happen as we augment our enhancements?

Will there be something to let us know (a guide from game) that tells us when we're near or at the possibility of diminishing returns for said ability/power?

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From what Tannim is saying,

From what Tannim is saying, it sounds like there will still be a chance to miss, but that it will be linked more to the relative abilities of targeter and target, which in turn allows MWM more possibilities for tweaking or varying the system. That all sounds good to me.

Spurn all ye kindle.

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Cinnder wrote:
Cinnder wrote:

From what Tannim is saying, it sounds like there will still be a chance to miss, but that it will be linked more to the relative abilities of targeter and target, which in turn allows MWM more possibilities for tweaking or varying the system. That all sounds good to me.

Exactly. Also means no need for things like the GDF

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Sounds good. Of course, I'll

Sounds good. Of course, I'll need to actually play with it some before I will fully comprehend it. I need to both read and do, to learn. :)

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Brand X wrote:
Brand X wrote:
Redlynne wrote:
Brand X wrote:

Don't understand the hate I'm reading here.

Considering the fact that what you're seeing [i]isn't hate[/i] that's probably the root cause of your confusion.

Magic 8 Ball says ... Try Again.

Okay, how about whining? Complaining? There was never any problem with having to use accuracy. :p

I think the word you're looking for here, Brand is "Discussion."

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

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Doctor Tyche wrote:
Doctor Tyche wrote:
Cinnder wrote:

From what Tannim is saying, it sounds like there will still be a chance to miss, but that it will be linked more to the relative abilities of targeter and target, which in turn allows MWM more possibilities for tweaking or varying the system. That all sounds good to me.

Exactly. Also means no need for things like the GDF

Excellent!

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

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Here's a question: how

Here's a question: how prominent will numbers and calculations be in this aspect of the game?

Some folks on the forum have said they like to have all the details so they can min/max while others have said they just like to modify powers 'by feel' -- e.g. 'I've slotted a Dam Aug so this power will do more damage; I don't care by exactly how much.'

In the old game, the only numbers one had to view on the Enhancement screen were the levels of the Enhs, but the option to see more stats was eventually added. Will it be similar in CoT so that the numbers folks can have all their values displayed but the 'feel' folks can turn these off if they want to?

Spurn all ye kindle.

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Brand X wrote:
Brand X wrote:

Okay, how about whining? Complaining?

Nice flamethrower you've got there. Stop using it and maybe you won't keep smelling that burning smell in your vicinity.

In other words ... we see what you did there.

Project_Hero wrote:

I think the word you're looking for here, Brand is "Discussion."

Thank you. I didn't want to have to point out the obvious (for obvious reasons).

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Cinnder wrote:
Cinnder wrote:

Here's a question: how prominent will numbers and calculations be in this aspect of the game?

Some folks on the forum have said they like to have all the details so they can min/max while others have said they just like to modify powers 'by feel' -- e.g. 'I've slotted a Dam Aug so this power will do more damage; I don't care by exactly how much.'

In the old game, the only numbers one had to view on the Enhancement screen were the levels of the Enhs, but the option to see more stats was eventually added. Will it be similar in CoT so that the numbers folks can have all their values displayed but the 'feel' folks can turn these off if they want to?

This is a good question. I don’t mind seeing the numbers after I’ve played a bit and have already developed a feel for the game but if I jump right into figuring out the best damage output numerically it starts feeling more like work to me than a game so if that is a feature I don’t have to see unless I opt for it that would be great.

I’m probably not in a popular crowd with this but I already have a job I’m not really excited about and crunching a lot of numbers is just like staying at work... at least for me...

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Cinnder wrote:
Cinnder wrote:

Here's a question: how prominent will numbers and calculations be in this aspect of the game?

Some folks on the forum have said they like to have all the details so they can min/max while others have said they just like to modify powers 'by feel' -- e.g. 'I've slotted a Dam Aug so this power will do more damage; I don't care by exactly how much.'

In the old game, the only numbers one had to view on the Enhancement screen were the levels of the Enhs, but the option to see more stats was eventually added. Will it be similar in CoT so that the numbers folks can have all their values displayed but the 'feel' folks can turn these off if they want to?

In City of Heroes, people like Arcanaville had to go to "heroic" lengths in order to do the necessary regression testing in order to verify that the underlying math wasn't behaving in the anticipated and/or desired fashion, simply because the data WASN'T displayed that would allow that analysis to be done more easily. Not having values displayed for stuff makes it a lot easier for mathematical misbehavior to go unnoticed, simply due to a lack of sufficient information. It prevents the Players from being able to backstop QA by providing additional verification that things are working properly.

Does everyone "need" all that info? No, of course not, and a lot of people won't care about it if they're able to see it ... but some people will care, and they will need to see it and verify that things are working properly, both as anticipated and as intended. Detailed information like that is basically the gaming equivalent of SHOW YOUR WORK that a lot of us ought to remember from being in school. Don't just give the answer, show HOW you got to the answer.

Now, that said, MWM could probably take a page out of the old Zork text games by having a menu option somewhere that determines how "verbose" the detail on tooltips needs to be. That way you can satisfy both crowds of people ... those who want to know everything (maximum verbosiity!) and those who don't (minimalists). Furthermore, by catering to both, you satisfy the need for information not only during internal testing (by QA and Design and others) but also the "need" (or want, if you prefer) for independent Open Source verification of systems and mechanics in the game. And that's important, because a game's health LIVES OR DIES based on the quality of its tools ... and I heard that, in person, from CuppaJo, former City of Heroes Community Manager. Even if the majority of Players don't want or need the tools, an important minority of Players (the Explorers and Theorycrafters) will, along with internal staff Testers who need to verify and validate that stuff works the way it's supposed to and it isn't a bug ridden mess because someone made a mistake somewhere and no one ever checked it through testing.

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For what it's worth I tend to

For what it's worth I tend to be the type of player who only really gets serious about min/maxing once I have a given character at the level cap. So in essence I'm both a "play by feel" [b]and[/b] a "play by numbers" person depending on the situation.

I wouldn't mind if the game had a "verbose" option so that we had the option to either see or not see the "numbers" involved. But honestly even if the game defaulted to showing a bunch of detailed info I could probably handle that too since, as I just mentioned, I do usually get around to being more serious about the numbers the more invested I get into a particular character.

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There is still something you

There is still something you didn't seem to put into your equation Redlynne: the more the players know, the more exploits will arise, which is the main reason devs don't give all the info to the players but just what they need to play and get the fun.

You make it easier to cheats and exploit when you deliver all the math in their hands. You may think that will translate soon or later in more fixes and bans as well, but truth is that once you unleash hell there is no turning back, the game will be easy to exploit forever and will never reach the immunity to exploits even with hundreds of patches, the math will never become perfectly balanced for everything in the game. Players are more and will always find something to exploit, once you deliver them the main keys the only way to stop would be to completely rebuild the game and don't do the same error again.

Transparency is not all flowers, far from it. The best future a game can get (and therefore what makes a better environment for the players as well) is usally the middle ground: not all the math delivered to the masses but enough to play with it and find major bugs or minor ones in more time.

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I suppose this is a Valid

I suppose this is a Valid point. I do know a PhD that by all accounts has a disorder that causes him to be an insufferable sot as he has a built in imperative to validate (typically mathematically) literally everything he has anything to do with... so I guess it’s fair that those types are allowed accommodations as well as anyone else...

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ThunderCAP wrote:
ThunderCAP wrote:

There is still something you didn't seem to put into your equation Redlynne: the more the players know, the more exploits will arise, which is the main reason devs don't give all the info to the players but just what they need to play and get the fun.

You make it easier to cheats and exploit when you deliver all the math in their hands. You may think that will translate soon or later in more fixes and bans as well, but truth is that once you unleash hell there is no turning back, the game will be easy to exploit forever and will never reach the immunity to exploits even with hundreds of patches, the math will never become perfectly balanced for everything in the game. Players are more and will always find something to exploit, once you deliver them the main keys the only way to stop would be to completely rebuild the game and don't do the same error again.

Transparency is not all flowers, far from it. The best future a game can get (and therefore what makes a better environment for the players as well) is usally the middle ground: not all the math delivered to the masses but enough to play with it and find major bugs or minor ones in more time.

This is an interesting notion, but it's one that I don't entirely agree with. The major element you seem to be missing is BETA TESTING. The more exploits caught ASAP the fewer that will end up in the game after launch and clever testers (like the obsessive PhD rookslide mentioned) who know the "maths" behind all that will help that process.

But even after launch a game like CoT is a finite system regardless of the "numbers" involved. If the game still has the potential to be exploited after testing then it will be exploited regardless of how much the players are informed of the "inner workings" or not.

Yes, if players are given the intimate details of the maths involve it may be [b]easier[/b] for the most clever min/maxers to more quickly find combinations that push the system to its limits or maybe even go past those limits into exploit territory. But again even without being handed the so-called "keys to the kingdom" the most clever min/maxers will STILL eventually explore every nook and cranny there is to be explored and find any exploits that remain regardless.

Knowing the math behind the system doesn't by itself make a game vulnerable to exploitation. At worse it could only expose any vulnerabilities that exist regardless and frankly the quicker people start to exploit those weaknesses the quicker they'll be identified and corrected.

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Lothic wrote:Yes, if players
Lothic wrote:

Yes, if players are given the intimate details of the maths involve it may be [b]easier[/b] for the most clever min/maxers to more quickly find combinations that push the system to its limits or maybe even go past those limits into exploit territory.

What about built-in indicator that shows a player if they've reached the maximum potential of said enhancement via augments and whether or not have diminishing returns based on the current set up. No numbers revealed, just the final outcome and how it got there? In SWTOR, you can see how Damage Reduction is obtained through discipline and armor. It does not show you exactly how it works, just the results. I bet that would be a benefit for all and will allow those who like to theory craft/min-max to do so.

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Have all the numbers you want

Have all the numbers you want, but have the option not to have to see it all. Like Rookside, I HAVE a job, and I never liked Math class. And I HATED "show your work". If the answer is right, it's right. It pissed me off when I'd get a problem right, then get it marked wrong because i didn't "show all my work." If people want to see all that, fine, they should be able to (Exploiters gonna exploit, however much or little info they get), but I shouldn't have to be flooded with technical information if I don't want it. The "Making of the Movie" should be a separate feature, not integrated into the movie.

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Redlynne wrote:
Redlynne wrote:
Brand X wrote:

Okay, how about whining? Complaining?

Nice flamethrower you've got there. Stop using it and maybe you won't keep smelling that burning smell in your vicinity.

In other words ... we see what you did there.

Project_Hero wrote:

I think the word you're looking for here, Brand is "Discussion."

Thank you. I didn't want to have to point out the obvious (for obvious reasons).

Little wrong there. See, when the topic of acc came up, it was followed by, pleasure at no acc, comments of not liking acc and pic of 1 on a die. There was no discussion on why there should be accuracy. Truthfully, I don't know why there should be. Either there is or there isn't.

So, I asked a question. You then basically flamed my simple no malice question. So, I reworded it just for you :p

Not to mention, I don't even understand the critical failure reference in terms of accuracy, as I've never seen a MMO go, "You rolled a 1. Let's see what really bad stuff happens to you." Where in MMOs it was just "You miss." nothing critical about it. No "You miss so bad, the enemy gains half life." "You miss so bad, you drop your weapon and it breaks." "You miss so bad, you hit your friend." etc

So, I kept it civil at the start. :p

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Regarding numbers: we plan to

Regarding numbers: we plan to let you see the basic improvements gained from socketing your Augs and Refs. I tried to express this point in the update.

We also plan to allow more advanced options to see many details. There will be options in the avatar builder for seeing details for powers too.

We want to give a combat log so you can see how encounters played out.

Now the real kicker is we plan to let people play on their own server if they are so included. Which means for the real savvy, every single, nitty gritty detail will be obtainable.

Now there is concern over exploits. There are 2 ways of using the term. One is taking advantage of bugs in the system to do something that is not intended by the system. Example: item duping.

The other is taking advantage in flaws of the design to gain something in a way that the system allows but the developer didn’t intend. Example: completing content in an order that yields rewards faster than the developer intended (Quick Katie for those that remember).

There is a third way, and it is mostly benign: using a loophole in the design to perform a function that was intended to be allowed but not for the purpose the person exploiting it is used for but isn’t viewed by the devs to be egregious. Example: resetting a mission prior to comlletion in order to repeat the content. The reset was there for people to resolve issues that may have occurred without requiring GM support, but players use it to farrm. As long as the farm doesn’t result in the first 2 examples, it is rather benign.

Players using the details of numbers may find combinations that we as devs didn’t know would yield a certain rate of performance. I expect this to happen at some point. At such time, we will evaluate what is going on and either need to adjust our performance metrics or adjust one or more of the powers. It is the nature of the 3D chess game between devs and players.

The first two examples will require resolving the bug or adjusting the reward system for the content.

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Lothic wrote:
Lothic wrote:

This is an interesting notion, but it's one that I don't entirely agree with. The major element you seem to be missing is BETA TESTING. The more exploits caught ASAP the fewer that will end up in the game after launch and clever testers (like the obsessive PhD rookslide mentioned) who know the "maths" behind all that will help that process.

Imho the beta testing is not enough, because my point was "delivering too much info=power to the masses" and betatesting doesn't get the masses yet. The problem arises on release.
I think about those games where the "hacks" were created faster than devs could hope to fix them. Environment broken forever, all lose, even the "normal" players begin to cheat and exploit, because they find those very easily and they're surrounded by exploits from the first step in game till the last. No betatesting will create this situation so you can fix it before release, imho.

Lothic wrote:

But again even without being handed the so-called "keys to the kingdom" the most clever min/maxers will STILL eventually explore every nook and cranny there is to be explored and find any exploits that remain regardless.

This notion I had already predicted in my previous post but thank you for giving me the chance to add a better explanation: my opinion in this regard is that when you deliver too much math into the hands of the masses, that's very different than a few math-geniuses finding a few exploits in a long time with great efforts.

When the players find the exploits by themselves (instead of the dev giving the key directly to them) the issues arise in a slower way and less devs and work-time is needed to return to a playable environment.

If instead the game's environment get transformed in a constant cheat-war between devs and cheaters, the common player cannot keep up with constant patches and cheats and will never feel at home. That, if the devs don't just give up on cheaters, which happened in the past to other titles.

When you give too much power to the players, you risk to transform those in cheaters. A few exploiters will always be there, but a few is very different than many.

But I think there is a notion that I really forgot in all this, and it's that a PvP-environment attracts this problem in a bigger way compared to a PvE one and City of Titans should be primarily a PvE game. Therefore maybe I worry too much and this game cannot reach the hellish environment others did, simply because of its nature. Still imho they shouldn't risk delivering all the math details because some risks shouldn't be taken lightly, but not even deny all the knowledge since the players will need at least some simple math to take decisions accurately.

I'm one of the players that like to play with the math and to know precisely what I'm doing in game, therefore I'd suggest to CoT devs a middle-ground: know the risks and act accordingly but don't even be too scared so that you never reach your full potential (by limiting your self too much and damaging your self more than others ever will). Unleash some math to us, just not all of it, and select what info to give accurately, by thinking what's needed to give the players the fun they deserve and what you can handle with your developing work.

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I just noticed that duration

I just noticed that duration of effect seems to be missing from the augments or refinements we see in the update. I would expect things like control powers, barriers, landmines and DoT would be affected by such an augment. Is this omission intentional?

[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:

Regarding numbers:
...options...options...

This makes me happy. I'm all for giving players access to the numbers if they want them, but I'm with the other folks here who would rather not have the game seem like math class.

Spurn all ye kindle.

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I am also of the opinion that

I am also of the opinion that the game should't give the players too much information. So I think if the combat log is interrogated on the live server it only needs to go so deep as to say
[indent][indent][i]your attack did [b]7[/b] points of damage ((Base 16)[color=purple](- 4 due to defense)[/color][color=orange](*0.75 due to resistance)[/color][color=magenta](-2 due to subtraction)[/color])[/i][/indent][/indent]

at the most. One could even go so far as to say only:
[indent][indent][i]your attack did [b]7[/b] points of damage (Base 16 [color=red]- 9[/color] = [b]7[/b])[/i][/indent][/indent]

I know that there is an element of the player base that thoroughly enjoys all the number crunching, and I think those elements would probably actually enjoy running their own experiments to examine the effectiveness of all their augments and refinements, just like they did with CoX, so I really don't see it as being too much of a problem. And to this end I sincerely hope that MWM will give us some combat dummies so we can parse our own info in a controlled environment. This type of metagaming can be its own fun playtime.

However, on the test server, if there is going to be a test server; I would want and expect full backstage number disclosure so everyone can run all the validations they want. So the same attack combat log on the test server would show:
[indent][indent][i]((Base Damage =6 + (rnd*(10)result=4) =10) [color=blue](+2 due to lvl2 damage augment)[/color] [color=green](*1.333 due to tertiary power bonus for melee attacks)[/color] =[b]16[/b]) ([color=purple](-4 due to defense vs melee attack)[/color] = 12) [color=orange](*0.75 due to resistance to physical damage type)[/color][color=magenta](-1 due to subtraction)[/color])=[color=red][b]7[/b] total damage[/color]) [/i][/indent][/indent]

Then access to the test servers can either be as restricted or open as the devs see fit.

[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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Brand X wrote:
Brand X wrote:
Redlynne wrote:
Brand X wrote:

Okay, how about whining? Complaining?

Nice flamethrower you've got there. Stop using it and maybe you won't keep smelling that burning smell in your vicinity.

In other words ... we see what you did there.

Project_Hero wrote:

I think the word you're looking for here, Brand is "Discussion."

Thank you. I didn't want to have to point out the obvious (for obvious reasons).

Little wrong there. See, when the topic of acc came up, it was followed by, pleasure at no acc, comments of not liking acc and pic of 1 on a die. There was no discussion on why there should be accuracy. Truthfully, I don't know why there should be. Either there is or there isn't.

So, I asked a question. You then basically flamed my simple no malice question. So, I reworded it just for you :p

Not to mention, I don't even understand the critical failure reference in terms of accuracy, as I've never seen a MMO go, "You rolled a 1. Let's see what really bad stuff happens to you." Where in MMOs it was just "You miss." nothing critical about it. No "You miss so bad, the enemy gains half life." "You miss so bad, you drop your weapon and it breaks." "You miss so bad, you hit your friend." etc

So, I kept it civil at the start. :p

In D&D rolling a 1 on an attack is just a "you miss." It's an automatic miss, it doesn't matter if you have +infinity as a bonus to your to hit roll, you roll a 1 and you miss.

So using the d20 to represent missing in an MMO is pretty accurate as most don't allow attacks (save for some) to be 100% accurate. A 1 on a d20 is a 5% miss chance, always.

The bad stuff you listed are house rules people make that, to my knowledge, have never been part of the official rules.

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

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Maybe it’s just me but I find

Maybe it’s just me but I find that going overboard with number crunching inevitably becomes “they aren’t being fair”. By this I mean at some point someone points out a flaw and the devs either knew about it or they don’t either way a change to the system will end up pissing more users off because now they’ve “nerfed” something.

While I agree that it is nice to know details of numerical in the game for some things ultimately I trust the devs to do their job so I can enjoy the game. I don’t need to monitor the people that are doing everything they can to provide me my entertainment.

Mistakes may exist but I don’t really need to be involved in proving whether or not the mechanics are valid and working or not. These thing will prove themselves through gameplay. QA/QC is part of the devs job not the players. If they don’t do it well they will know soon enough without number crunching.

Just my opinion I know others disagree.

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I enjoy the quant type of

I enjoy the quant type of community in a lot of MMOs, as I like dissecting how things work and analyzing them. I find having access to the numbers to be rather enjoyable, as it helps plan things and make decisions, so I'm kind of looking forward to having fairly detailed information.

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Huckleberry wrote:
Huckleberry wrote:

I just noticed that duration of effect seems to be missing from the augments or refinements we see in the update. I would expect things like control powers, barriers, landmines and DoT would be affected by such an augment. Is this omission intentional?

It's perhaps not explicitly stated as being so, but I had assumed that DoT durations (or more specifically, the number and tempo of damage ticks) would be fixed and unchanging. How much damage each DoT tick does would be shifted by Damage Augments, but there wouldn't be an Augment that turns a 10s DoT duration into a 15s DoT duration (for example).

By contrast, I fully expect the Control Augment to extend the duration of Mez effects, and possibly even modify what amounts to their "magnitude" in whatever system Tannim is building. That way an Augmented Control Power would not only last longer but also be more likely to edge a target towards a "lockdown" condition (since controls will have [b]Degrees of Impairment[/b] to them in City of Titans) compared to an un-Augmented performance profile.

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rookslide wrote:
rookslide wrote:

Maybe it’s just me but I find that going overboard with number crunching inevitably becomes “they aren’t being fair”. By this I mean at some point someone points out a flaw and the devs either knew about it or they don’t either way a change to the system will end up pissing more users off because now they’ve “nerfed” something.

While I agree that it is nice to know details of numerical in the game for some things ultimately I trust the devs to do their job so I can enjoy the game. I don’t need to monitor the people that are doing everything they can to provide me my entertainment.

Mistakes may exist but I don’t really need to be involved in proving whether or not the mechanics are valid and working or not. These thing will prove themselves through gameplay. QA/QC is part of the devs job not the players. If they don’t do it well they will know soon enough without number crunching.

Just my opinion I know others disagree.

Knowing the numbers or not knowing the numbers doesn't change this.

"They aren't being fair." will happen either way. When people don't know the numbers, they'll just go by feel.

"I lose to often or all the time to this...the numbers must be messed up!"

Knowing the numbers isn't a bad thing, as it allows people to know what they're building for and help others build for whatever.

I helped SG and coalition members all the time with builds. Of course, a lot of time, even the non spendy build had them going "That's to much work to go for." Then went about their way still complaining, but at least this allows people to do good for themselves and help others.

If it's not by numbers exactly, it'll just be by other factors, like "After enough playing, we've found this to be the best combo to use."

Now there could be tier builds, but every MMO tends to fall in line with, "Best to build your spec this way." With a little lee way sometimes to go mix it up just a tiny bit.

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ThunderCAP wrote:
ThunderCAP wrote:

Therefore maybe I worry too much and this game cannot reach the hellish environment others did, simply because of its nature. Still imho they shouldn't risk delivering all the math details because some risks shouldn't be taken lightly, but not even deny all the knowledge since the players will need at least some simple math to take decisions accurately.

I'm not really trying to completely discount your concerns about this issue; I simply think you're taking it a tiny bit too far in the direction of being overly alarmist about it.

Say on a scale from 1 to 10 where 1 is the Devs aren't paying any attention to it at all and 10 would make it their number one top priority I think this thing about "giving players too much numerical info" should rate about a 4. You on the other hand seem to be setting this thing at about a 7 or 8.

Basically I trust the Devs of this game will be mindful about how much (or how little) info they provide. Still I think it would be worth their effort to allow as much info to flow into the hands of the players as possible because again I ascribe to the theory that the quicker exploits are identified the quicker they are dealt with. Many of the worst exploits in CoH were discovered by the work of mathematically-gifted players who in fact had the numerical data/evidence at their disposal to explain the situations at hand to the Devs.

Again we should have the option (as players) to choose how verbose we want our GUIs to be concerning the numbers that get displayed on our screens. But at the same time we should be able to access as much of the underlying math as possible for those players who want to understand what's -actually- happening. People who want to exploit the game are going to exploit it regardless, but those people who want to help the Devs fix things need as much information as possible to do that.

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Huckleberry wrote:
Huckleberry wrote:

I just noticed that duration of effect seems to be missing from the augments or refinements we see in the update. I would expect things like control powers, barriers, landmines and DoT would be affected by such an augment. Is this omission intentional?

It is intentional. There is no direct way to improve durations of an effect. This has to do with how duration affects Output as it affects the destination.

However we have a function for Control effects. Augs improve the value of the control effect. The base duration is increased based on the how much the target is affected by their rank. Basically controls last longer on Mooks than they do against Elites or Players. This would probably require an update to explain. I would prefer such an update with a video but that isn’t up to me.

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Tannim222 wrote:
Tannim222 wrote:
Huckleberry wrote:

I just noticed that duration of effect seems to be missing from the augments or refinements we see in the update. I would expect things like control powers, barriers, landmines and DoT would be affected by such an augment. Is this omission intentional?

It is intentional. There is no direct way to improve durations of an effect. This has to do with how duration affects Output as it affects the destination.

However we have a function for Control effects. Augs improve the value of the control effect. The base duration is increased based on the how much the target is affected by their rank. Basically controls last longer on Mooks than they do against Elites or Players. This would probably require an update to explain. I would prefer such an update with a video but that isn’t up to me.

This makes sense could apply to things other than control as well in thinking...

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Tannim222 wrote:
Tannim222 wrote:
Huckleberry wrote:

I just noticed that duration of effect seems to be missing from the augments or refinements we see in the update. I would expect things like control powers, barriers, landmines and DoT would be affected by such an augment. Is this omission intentional?

It is intentional. There is no direct way to improve durations of an effect. This has to do with how duration affects Output as it affects the destination.

However we have a function for Control effects. Augs improve the value of the control effect. The base duration is increased based on the how much the target is affected by their rank. Basically controls last longer on Mooks than they do against Elites or Players. This would probably require an update to explain. I would prefer such an update with a video but that isn’t up to me.

Thank you for the quick response.

You have stated before that control effects would be non-binary. I may be presumptuous, but I take that statement with this response and come up with a conclusion that the non-binary nature of control effects will be manifested in the time the target is under the influence of the effect.

Heretofore, I had questions about it. For example, I had been wondering if a snare or stop or paralysis was going to be just a degree of slowness. But I think duration of effect would be far easier to code.

[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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Huckleberry wrote:
Huckleberry wrote:
Tannim222 wrote:
Huckleberry wrote:

I just noticed that duration of effect seems to be missing from the augments or refinements we see in the update. I would expect things like control powers, barriers, landmines and DoT would be affected by such an augment. Is this omission intentional?

It is intentional. There is no direct way to improve durations of an effect. This has to do with how duration affects Output as it affects the destination.

However we have a function for Control effects. Augs improve the value of the control effect. The base duration is increased based on the how much the target is affected by their rank. Basically controls last longer on Mooks than they do against Elites or Players. This would probably require an update to explain. I would prefer such an update with a video but that isn’t up to me.

Thank you for the quick response.

You have stated before that control effects would be non-binary. I may be presumptuous, but I take that statement with this response and come up with a conclusion that the non-binary nature of control effects will be manifested in the time the target is under the influence of the effect.

Heretofore, I had questions about it. For example, I had been wondering if a snare or stop or paralysis was going to be just a degree of slowness. But I think duration of effect would be far easier to code.

Oh no, non-binary effects are much more than that. Like I said, discussing Controls needs to be an update in of itself. So as intriguing as the previous statement is and I know it will cause no end of speculation. Hold tight onto the speculative assumptions. We won’t be divulging details just yet.

As far as this update is concerned, just know that Control Augments increase the value of the control effect. It does not directly increase the duration. The duration is improved by how well the control effect applies to the target based on its rank.

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Tannim222 wrote:
Tannim222 wrote:
Huckleberry wrote:

You have stated before that control effects would be non-binary. I may be presumptuous, but I take that statement with this response and come up with a conclusion that the non-binary nature of control effects will be manifested in the time the target is under the influence of the effect.

Heretofore, I had questions about it. For example, I had been wondering if a snare or stop or paralysis was going to be just a degree of slowness. But I think duration of effect would be far easier to code.

Oh no, non-binary effects are much more than that. Like I said, discussing Controls needs to be an update in of itself. So as intriguing as the previous statement is and I know it will cause no end of speculation. Hold tight onto the speculative assumptions. We won’t be divulging details just yet.

As far as this update is concerned, just know that Control Augments increase the value of the control effect. It does not directly increase the duration. The duration is improved by how well the control effect applies to the target based on its rank.

You are such a tease!

I love you and I hate you.

Thanks.

[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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rookslide wrote:
rookslide wrote:

Maybe it’s just me but I find that going overboard with number crunching inevitably becomes “they aren’t being fair”. By this I mean at some point someone points out a flaw and the devs either knew about it or they don’t either way a change to the system will end up pissing more users off because now they’ve “nerfed” something.

While I agree that it is nice to know details of numerical in the game for some things ultimately I trust the devs to do their job so I can enjoy the game. I don’t need to monitor the people that are doing everything they can to provide me my entertainment.

Mistakes may exist but I don’t really need to be involved in proving whether or not the mechanics are valid and working or not. These thing will prove themselves through gameplay. QA/QC is part of the devs job not the players. If they don’t do it well they will know soon enough without number crunching.

Just my opinion I know others disagree.

I mostly agree. Let people have the info they want, but by special access. Don't fill the screen with numbers by default. No Math class, please, though it should be available for those who want it, and thus activate the setting. And I also trust the Devs. It's their job, after all, whereas I already have one of those, which takes far too much of my time. I don't need another (unless I'm being paid for it lol).

Shocking Blu

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Yes we plan on providing

Yes we plan on providing basic info - just enough to grasp how the Aug / Ref is affecting the power (here is how the value will be improved).

And we will give an option for those that want the fine details to see them.

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Tannim222 wrote:
Tannim222 wrote:

Yes we plan on providing basic info - just enough to grasp how the Aug / Ref is affecting the power (here is how the value will be improved).

And we will give an option for those that want the fine details to see them.

Best of both worlds. The Devs are Wise. :)

Shocking Blu

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I'm a concept driven min

I'm a concept driven min/maxer.

I come up with an idea and story for a hero first and then chose my powersets totally based on the concept--but after that I synergize and min/max to the nines, maybe even the elevens! I even used to strategically select my powers and enhancements in precise order so that I would be as powerful as possible at any level when exemping down. It was part of the game for me and fun, but obviously to each their own and YMMV, etc.

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

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Are the npc's you fight held

Are the npc's you fight held up to the same "My attacks never miss unless evasion exists"? Cause I can get behind that happening with PC's, but if every minion has that then it's just going to get weird. Like it would make sense for my guy to never miss because he's a Titan, but a common rook, should definatly miss even if I have no protection on me at all.

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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notears wrote:
notears wrote:

Are the npc's you fight held up to the same "My attacks never miss unless evasion exists"? Cause I can get behind that happening with PC's, but if every minion has that then it's just going to get weird. Like it would make sense for my guy to never miss because he's a Titan, but a common rook, should definatly miss even if I have no protection on me at all.

Very few PC's will have no protection unless it's a conscious choice.

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notears wrote:
notears wrote:

Are the npc's you fight held up to the same "My attacks never miss unless evasion exists"? Cause I can get behind that happening with PC's, but if every minion has that then it's just going to get weird. Like it would make sense for my guy to never miss because he's a Titan, but a common rook, should definatly miss even if I have no protection on me at all.

What do you mean by "protection"?

If you have shields or armor, then they only work when they get hit, right? But they work by reducing the damage received. That's a whole lot different than the attack missing you. I would want the NPC's to experience the same accuracy calculations as we do. That way we reap the rewards for making an investment into evasion.

[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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Doctor Tyche wrote:
Doctor Tyche wrote:
notears wrote:

Are the npc's you fight held up to the same "My attacks never miss unless evasion exists"? Cause I can get behind that happening with PC's, but if every minion has that then it's just going to get weird. Like it would make sense for my guy to never miss because he's a Titan, but a common rook, should definatly miss even if I have no protection on me at all.

Very few PC's will have no protection unless it's a conscious choice.

I'm not talking about protection though I'm talking about miss rates. Do npc's have the same100% hit chance that PC's do?

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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If we have 100% hit rate,

If we have 100% hit rate, this would mean all CCs hit 100% of the time. Is there going to be status resists or just status reduction?

Just stun people to death?

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notears wrote:
notears wrote:
Doctor Tyche wrote:
notears wrote:

Are the npc's you fight held up to the same "My attacks never miss unless evasion exists"? Cause I can get behind that happening with PC's, but if every minion has that then it's just going to get weird. Like it would make sense for my guy to never miss because he's a Titan, but a common rook, should definatly miss even if I have no protection on me at all.

Very few PC's will have no protection unless it's a conscious choice.

I'm not talking about protection though I'm talking about miss rates. Do npc's have the same100% hit chance that PC's do?

We design NPC powers the same way we make PC powers. The only only difference we have with NPCs is they can “see”’ threat that is generated in order help their brain process who to attack, and they have Perception Range paramters to notify players when the NPC is alert to their presence and when they are aggroed.

What that means is that there is no base MIss rate baked into their powers. We can do that if we must, but it makes the math for determining how it affects all their hit rolls more...complex than PCs. Which means separate metrics for us to monitor.

What Dr. Tyche means by virtually everyone will have access to protections unless it is a concious choice has to do with 3 things, then I’ll add one of my own.

First, Support Powers that provide Protection effects will be plentiful. Unlike the old game where a support power cast a shield and it effected only the team - it affects the originator as well. We plan to allow self targeting as well. This changes things a lot.

The second was mentioned - Tertiary Protection Sets are open to every Archetype.

The third is access to Protection Reserves. Being hit by an enemy boos your Momentum. Momentum falls and bleeds into Reaerves.

Now another part of this is Powers that carry debuffs, or Support Powers that carry certain debuffs can affect Miss Rate, reduce damage values, and so on. Did you notice Attenuators improve Damage Debuffs?

So yes, constantly being hit by bad guys may be an issue. There a multiple ways of dealing with avoiding or reducing their capability of harming you.

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Brand X wrote:
Brand X wrote:

If we have 100% hit rate, this would mean all CCs hit 100% of the time. Is there going to be status resists or just status reduction?

Just stun people to death?

You can have Defense of a certain style vs. Control effects. This reduces the value of the control based on the style of the attack if the Defense is of the same style. Ranged Defense vs. Control effects would defend vs Controls.

Resistance reduces ALL effects based on the damage of of the Resist vs the Damage type of the effect. If you have Physical Resistance, it reduces the effect of Physcal typed control effects.

Controls are non-binary. Even an unprotected PC can take 2 hits of most NPC control effect in order to be fully effected. Even then, you can have a Reserve to Break Out of the control.

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Tannim222 wrote:
Tannim222 wrote:
Brand X wrote:

If we have 100% hit rate, this would mean all CCs hit 100% of the time. Is there going to be status resists or just status reduction?

Just stun people to death?

You can have Defense of a certain style vs. Control effects. This reduces the value of the control based on the style of the attack if the Defense is of the same style. Ranged Defense vs. Control effects would defend vs Controls.

Resistance reduces ALL effects based on the damage of of the Resist vs the Damage type of the effect. If you have Physical Resistance, it reduces the effect of Physcal typed control effects.

Controls are non-binary. Even an unprotected PC can take 2 hits of most NPC control effect in order to be fully effected. Even then, you can have a Reserve to Break Out of the control.

Please, please, please do not do with stuns, mezzes, or controls in such a fashion that you can be chained and lose all control of your toon, especially in PvP. Please give a toons immunity to all of those mentioned for a duration of 15 to 30 seconds if they choose to allow said actions run its course (IE: not using a stun breaker defensive power to break said control) or give us the same type of consumable we had in CoH to give us immunity. Nothing is more frustrating and rage inducing than being chain stunned to death. This is especially true when you fight weak, standard, or veteran enemies who throw slows or flash bang grenades every 15 seconds as found in other games (Stun Wars: The Old Republic of Controls). >:-(

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Read what I wrote again. You

You will have plenty of access to powers which reduce control effects. Control effects are non-binary. Eventually though, it is possible to be fully controlled. The duration of such is not long for player characters.

You will gain Momentum which bleeds into Reaerves - one of which is to Break Out of control effects. There are also certain powers that can let you do this.

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Tannim222 wrote:
Tannim222 wrote:

You will have plenty of access to powers which reduce control effects. Control effects are non-binary. Eventually though, it is possible to be fully controlled. The duration of such is not long for player characters.

You will gain Momentum which bleeds into Reaerves - one of which is to Break Out of control effects. There are also certain powers that can let you do this.

I guess I'll have to wait and see how this plays out. I am of the mind that, most developers, not all, use stuns, mezzes, and other player controls (read more stuns) to counter player skill. Why else would some standard mob thrown flash grenades to blind a player or cement them to the ground with slow grenade? I understand there's a time and place for using such things in PvP; however, not to the extent where a player is chained and killed because they cannot do anything to defend themselves. This is something that really needs not happen.

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Ghost-Spectre wrote:
Ghost-Spectre wrote:

Please, please, please do not do with stuns, mezzes, or controls in such a fashion that you can be chained and lose all control of your toon, especially in PvP. Please give a toons immunity to all of those mentioned for a duration of 15 to 30 seconds if they choose to allow said actions run its course (IE: not using a stun breaker defensive power to break said control) or give us the same type of consumable we had in CoH to give us immunity. Nothing is more frustrating and rage inducing than being chain stunned to death. This is especially true when you fight weak, standard, or veteran enemies who throw slows or flash bang grenades every 15 seconds as found in other games (Stun Wars: The Old Republic of Controls). >:-(

{* polite cough *}

That only makes sense (Immunity to Mezzes) if the same thing gets applied to Damage too ... meaning that there should be Immunity to Damage windows ... because (and I quote), "nothing is more frustrating and rage inducing that being [s]chain stunned[/s] [b]damaged[/b] to death."

Immunities are ALWAYS a dumb thing to do in an effort to patch the holes of a broken system. Please do not make the mistake of advocating in favor of them unless you're willing to accept that [i]what's good for the goose is good for the gander[/i] with regards to Immunities.

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Redlynne wrote:
Redlynne wrote:
Ghost-Spectre wrote:

Please, please, please do not do with stuns, mezzes, or controls in such a fashion that you can be chained and lose all control of your toon, especially in PvP. Please give a toons immunity to all of those mentioned for a duration of 15 to 30 seconds if they choose to allow said actions run its course (IE: not using a stun breaker defensive power to break said control) or give us the same type of consumable we had in CoH to give us immunity. Nothing is more frustrating and rage inducing than being chain stunned to death. This is especially true when you fight weak, standard, or veteran enemies who throw slows or flash bang grenades every 15 seconds as found in other games (Stun Wars: The Old Republic of Controls). >:-(

{* polite cough *}

That only makes sense (Immunity to Mezzes) if the same thing gets applied to Damage too ... meaning that there should be Immunity to Damage windows ... because (and I quote), "nothing is more frustrating and rage inducing that being [s]chain stunned[/s] [b]damaged[/b] to death."

Immunities are ALWAYS a dumb thing to do in an effort to patch the holes of a broken system. Please do not make the mistake of advocating in favor of them unless you're willing to accept that [i]what's good for the goose is good for the gander[/i] with regards to Immunities.

I fully expect an elite, champion, or boss to have those abilities. However, for a weak, standard, or mob veteran? That's ridiculous in my opinion. My view on this is jaded by a number of games I've played, mainly SWTOR, GW2, and NW. As I stated, there is a time and place for them from the right enemies, including players, however, to have them in such a manner like a buffet...no.

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Ghost-Spectre wrote:
Ghost-Spectre wrote:
Tannim222 wrote:
Brand X wrote:

If we have 100% hit rate, this would mean all CCs hit 100% of the time. Is there going to be status resists or just status reduction?

Just stun people to death?

You can have Defense of a certain style vs. Control effects. This reduces the value of the control based on the style of the attack if the Defense is of the same style. Ranged Defense vs. Control effects would defend vs Controls.

Resistance reduces ALL effects based on the damage of of the Resist vs the Damage type of the effect. If you have Physical Resistance, it reduces the effect of Physcal typed control effects.

Controls are non-binary. Even an unprotected PC can take 2 hits of most NPC control effect in order to be fully effected. Even then, you can have a Reserve to Break Out of the control.

Please, please, please do not do with stuns, mezzes, or controls in such a fashion that you can be chained and lose all control of your toon, especially in PvP. Please give a toons immunity to all of those mentioned for a duration of 15 to 30 seconds if they choose to allow said actions run its course (IE: not using a stun breaker defensive power to break said control) or give us the same type of consumable we had in CoH to give us immunity. Nothing is more frustrating and rage inducing than being chain stunned to death. This is especially true when you fight weak, standard, or veteran enemies who throw slows or flash bang grenades every 15 seconds as found in other games (Stun Wars: The Old Republic of Controls). >:-(

Wouldn't someone in a control class, want the ability to keep a player fully stunned?

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Players using controls like

Players using controls like them when they work.
Players under controls hate them when they work.

We have to balance how long they work.
How effectively they work as they stack.
What a player can do to stop letting them work.
What a player can do when the stop happens and they want them to work.

The system we have in place is aimed resolving all of this. The control schema we have for non-binary controls has literally never been done before the way we are using it. Many games don’t provide ways to gain protections from control effects to every character type. It will take some time for people to get used to it.

I see having to repeat those words again in the future.

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Brand X wrote:
Brand X wrote:

Wouldn't someone in a control class, want the ability to keep a player fully stunned?

What an interesting supposition.

The short answer would be yes.
And the Target Class would want to resist being fully stunned.

So an arms race would ensue.

Exciting.

But at what point does it stop? The target class, would want to have some ability to deal damage so that if it can get attacks in, the show is over.
Likewise, the controller would want to have some damage dealing or else what good would the constant control be.

Hmmm...

But if they had teammates, they could afford to be single-purposed, especially the controller.

So the feedback loops of this system between the controller and the controllee seems pretty balanced. Only the numbers will tell just how balanced it will be, but the potential is there for to make this an interesting arms race.

The problem most people experience, however, is that DPS classes usually put so much effort into maximazing their DPS at the expense of all else that they would be the easiest targets for controllers. Most players in this situation would complain about how overpowered the controllers are long before they ever consider that they don't have enough control resistance.

Edit: dammit Tannim222, you responded while I was typing.

[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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Well, I was thinking of what

Well, I was thinking of what Redlynn said.

Those who do damage always damage. Those who control would likely want the same thing. To do what they always do...control!

Can't always do it, if it can't be kept on the target. Which damage can be.

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Ghost-Spectre wrote:
Ghost-Spectre wrote:
Tannim222 wrote:

You will have plenty of access to powers which reduce control effects. Control effects are non-binary. Eventually though, it is possible to be fully controlled. The duration of such is not long for player characters.

You will gain Momentum which bleeds into Reaerves - one of which is to Break Out of control effects. There are also certain powers that can let you do this.

I guess I'll have to wait and see how this plays out. I am of the mind that, most developers, not all, use stuns, mezzes, and other player controls (read more stuns) to counter player skill. Why else would some standard mob thrown flash grenades to blind a player or cement them to the ground with slow grenade? I understand there's a time and place for using such things in PvP; however, not to the extent where a player is chained and killed because they cannot do anything to defend themselves. This is something that really needs not happen.

Sounds like another person who didn't like Malta Sappers... :)

Shocking Blu

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Mordheim13 wrote:
Mordheim13 wrote:

Sounds like another person who didn't like Malta Sappers... :)

I hated them with a passion. That's why I hunted them at every opportunity! LOL

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Tannim222 wrote:
Tannim222 wrote:
notears wrote:
Doctor Tyche wrote:
notears wrote:

Are the npc's you fight held up to the same "My attacks never miss unless evasion exists"? Cause I can get behind that happening with PC's, but if every minion has that then it's just going to get weird. Like it would make sense for my guy to never miss because he's a Titan, but a common rook, should definatly miss even if I have no protection on me at all.

Very few PC's will have no protection unless it's a conscious choice.

I'm not talking about protection though I'm talking about miss rates. Do npc's have the same100% hit chance that PC's do?

We design NPC powers the same way we make PC powers. The only only difference we have with NPCs is they can “see”’ threat that is generated in order help their brain process who to attack, and they have Perception Range paramters to notify players when the NPC is alert to their presence and when they are aggroed.

What that means is that there is no base MIss rate baked into their powers. We can do that if we must, but it makes the math for determining how it affects all their hit rolls more...complex than PCs. Which means separate metrics for us to monitor.

What Dr. Tyche means by virtually everyone will have access to protections unless it is a concious choice has to do with 3 things, then I’ll add one of my own.

First, Support Powers that provide Protection effects will be plentiful. Unlike the old game where a support power cast a shield and it effected only the team - it affects the originator as well. We plan to allow self targeting as well. This changes things a lot.

The second was mentioned - Tertiary Protection Sets are open to every Archetype.

The third is access to Protection Reserves. Being hit by an enemy boos your Momentum. Momentum falls and bleeds into Reaerves.

Now another part of this is Powers that carry debuffs, or Support Powers that carry certain debuffs can affect Miss Rate, reduce damage values, and so on. Did you notice Attenuators improve Damage Debuffs?

So yes, constantly being hit by bad guys may be an issue. There a multiple ways of dealing with avoiding or reducing their capability of harming you.

Alright okay cool, I think I understand. The difference between a Titan and a Minion in this game is that minions don't typically have protections while titans do no matter what AT they are. That's good, most heroes and villains at that level have some form of protection while thugs and cops typically don't. That makes sense thanks for clarifying :]

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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I am not discerning the

I am not clear on the mechanism(s) by which our supposed-to-be-tough classes are adequately protected from NPCs' controls to maintain heroic-feeling combat. I understand that everyone can get some small amount of control duration reduction and can use breakfree reserves, but I'm thinking specifically about tankish types of characters, who will face an opening volley of attacks at every spawn and whose usefulness and enjoyment in combat depends on movement. Can you help me understand which of these are part of the current plan to help them be relevant and fun to play?

1. Are control powers rare among NPCs, or their powers made weak, so that a medium / large spawn group will seldom contain enough controller NPCs to stack the effects onto a tough class PC?
2. Is NPC AI being designed to throttle their use of controls when many NPC controllers are present in the same spawn group?
3. Are the tough classes given some modest amount of immunity to control "value/magnitude" through their defensive powers, so that NPCs have at least a little difficulty breaking through it first, and then must stack the non-binary effects before a full control effect occurs?
4. Are the tough classes given a good amount of duration reduction to controls through their defensive powers, so that NPCs have difficulty stacking enough before the first stack wears off, so that the non-binary effects seldom build up enough to prevent active combat action for the player?
5. Use of breakfree reserves, for rare cases when the tough character is overwhelmed by multiple spawn groups or an especially-dangerous elite boss?
6. Are the tough classes meant to be dependent on teammates with anti-control powers when facing NPC spawn groups above the size for soloing?
7. Something else?

In other words, what combat mechanics will prevent a tank or scrapper-like character from being hard-controlled or overloaded with non-binary effects each time they approach a medium to large group of NPCs of a faction which has control users?

Mordheim13
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Ghost-Spectre wrote:
Ghost-Spectre wrote:
Mordheim13 wrote:

Sounds like another person who didn't like Malta Sappers... :)

I hated them with a passion. That's why I hunted them at every opportunity! LOL

Oh, yes. I lost no opportunity to kill any Malta Sapper I saw, if at all possible. :D

Shocking Blu

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Scott Jackson wrote:
Scott Jackson wrote:

I am not clear on the mechanism(s) by which our supposed-to-be-tough classes are adequately protected from NPCs' controls to maintain heroic-feeling combat. I understand that everyone can get some small amount of control duration reduction and can use breakfree reserves, but I'm thinking specifically about tankish types of characters, who will face an opening volley of attacks at every spawn and whose usefulness and enjoyment in combat depends on movement. Can you help me understand which of these are part of the current plan to help them be relevant and fun to play?

1. Are control powers rare among NPCs, or their powers made weak, so that a medium / large spawn group will seldom contain enough controller NPCs to stack the effects onto a tough class PC?
2. Is NPC AI being designed to throttle their use of controls when many NPC controllers are present in the same spawn group?
3. Are the tough classes given some modest amount of immunity to control "value/magnitude" through their defensive powers, so that NPCs have at least a little difficulty breaking through it first, and then must stack the non-binary effects before a full control effect occurs?
4. Are the tough classes given a good amount of duration reduction to controls through their defensive powers, so that NPCs have difficulty stacking enough before the first stack wears off, so that the non-binary effects seldom build up enough to prevent active combat action for the player?
5. Use of breakfree reserves, for rare cases when the tough character is overwhelmed by multiple spawn groups or an especially-dangerous elite boss?
6. Are the tough classes meant to be dependent on teammates with anti-control powers when facing NPC spawn groups above the size for soloing?
7. Something else?

In other words, what combat mechanics will prevent a tank or scrapper-like character from being hard-controlled or overloaded with non-binary effects each time they approach a medium to large group of NPCs of a faction which has control users?

My guess is primarily 3 and 6 since it was that way in CoH in that tankerish-builds had to actively take powers for CC magnitude protection and then rely on teammates to cover any shortfalls.

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Scott Jackson wrote:
Scott Jackson wrote:

I am not clear on the mechanism(s) by which our supposed-to-be-tough classes are adequately protected from NPCs' controls to maintain heroic-feeling combat. I understand that everyone can get some small amount of control duration reduction and can use breakfree reserves, but I'm thinking specifically about tankish types of characters, who will face an opening volley of attacks at every spawn and whose usefulness and enjoyment in combat depends on movement. Can you help me understand which of these are part of the current plan to help them be relevant and fun to play?

1. Are control powers rare among NPCs, or their powers made weak, so that a medium / large spawn group will seldom contain enough controller NPCs to stack the effects onto a tough class PC?
2. Is NPC AI being designed to throttle their use of controls when many NPC controllers are present in the same spawn group?
3. Are the tough classes given some modest amount of immunity to control "value/magnitude" through their defensive powers, so that NPCs have at least a little difficulty breaking through it first, and then must stack the non-binary effects before a full control effect occurs?
4. Are the tough classes given a good amount of duration reduction to controls through their defensive powers, so that NPCs have difficulty stacking enough before the first stack wears off, so that the non-binary effects seldom build up enough to prevent active combat action for the player?
5. Use of breakfree reserves, for rare cases when the tough character is overwhelmed by multiple spawn groups or an especially-dangerous elite boss?
6. Are the tough classes meant to be dependent on teammates with anti-control powers when facing NPC spawn groups above the size for soloing?
7. Something else?

In other words, what combat mechanics will prevent a tank or scrapper-like character from being hard-controlled or overloaded with non-binary effects each time they approach a medium to large group of NPCs of a faction which has control users?

Well in CoX minions and even bosses didn't really start gaining control powers until much later, so at most your enforcer or stalwart would only have to worry about knockback at most before dealing with enemy mobs that can hold you in place.

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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Tannim222
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Scott Jackson wrote:
Scott Jackson wrote:

I am not clear on the mechanism(s) by which our supposed-to-be-tough classes are adequately protected from NPCs' controls to maintain heroic-feeling combat. I understand that everyone can get some small amount of control duration reduction and can use breakfree reserves, but I'm thinking specifically about tankish types of characters, who will face an opening volley of attacks at every spawn and whose usefulness and enjoyment in combat depends on movement. Can you help me understand which of these are part of the current plan to help them be relevant and fun to play?

1. Are control powers rare among NPCs, or their powers made weak, so that a medium / large spawn group will seldom contain enough controller NPCs to stack the effects onto a tough class PC?
2. Is NPC AI being designed to throttle their use of controls when many NPC controllers are present in the same spawn group?
3. Are the tough classes given some modest amount of immunity to control "value/magnitude" through their defensive powers, so that NPCs have at least a little difficulty breaking through it first, and then must stack the non-binary effects before a full control effect occurs?
4. Are the tough classes given a good amount of duration reduction to controls through their defensive powers, so that NPCs have difficulty stacking enough before the first stack wears off, so that the non-binary effects seldom build up enough to prevent active combat action for the player?
5. Use of breakfree reserves, for rare cases when the tough character is overwhelmed by multiple spawn groups or an especially-dangerous elite boss?
6. Are the tough classes meant to be dependent on teammates with anti-control powers when facing NPC spawn groups above the size for soloing?
7. Something else?

In other words, what combat mechanics will prevent a tank or scrapper-like character from being hard-controlled or overloaded with non-binary effects each time they approach a medium to large group of NPCs of a faction which has control users?

1. A typical NPC control valise is itself not enough to affect a single, unprotected PC unless it scores a critical roll.

2. No. NPC AI will use their powers at their disposal. Our AI dev wants their power bahviordnas unrestricted as possible as he is designing a heuristic neural networking AI over time.
We will balance this as we can as time goes on.

3. Stalwarts have Protection Sets as their Primary Power Sets, Enforcers as their Seconday.

Evasion helps you avoid being hit. Defense reduced values of an effect type by the style of the effect. Example: Melee Defense to Controls would reduce the impacts of a control effect based on the hit roll.
Resistance reduces the damage type of all effects by a percentage and is calculated after Defense.
If you have Melee Defense to Controls with physical Resistance, and are hit by a Melee attack with a physical control, our Defense will reduce the effect and then your Resistance will reduce it ffirther.

There is no immunity to Controls however. Eventually with enough stacks, a Stalwart will get controlled.

4. Duration is not reduced. Durations are no where. Eat what they were in the old game either for PCs.

5. I don’t think it hurts to ever have a Break Out Reservee handy. YMMV.

6. Each protection set is built differently and has its own stengths and weaknesses. You will have access to Tertiary sets which can also help enforce strengths for shore up weakness a bit. Stalwarts and Enforcers can handle quite a bit on their own. But if certainly never hurts to have friend around either.

7. I need sleep but suffer from insomnia.

[hr]I don't use a nerf bat, I have a magic crowbar!
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ArticulateT
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Tannim222 wrote:
Tannim222 wrote:

We have Evasion (avoid being hit) m, Defense (reduce effect by style of attack - which lowers the possible variable roll), Resistance (reduce effect by percentage), and Subtraction (reduce damage by flat amount).

Yes I’m intentionally ignoring healing / regen here) but we have those as well.

Combat ends up working differently as a result of all these factors.

Then we are taking things a step further with giving everyone access to Protection Tertiaries. This opens up a lot of opprotunity to deal with being hit (or not) that the old game didn’t have to worry about for every character.

Ooooh, I like the sound of this, even if it means I’ll be desperately working on ways to get all four levels of defence to work somehow for the first few months of the game.

I’m guessing the order by which damage goes through to a character would be Evasion then Defence then Subtraction then Resistance, as enough resistance might make the damage small enough that the Subtraction reduces it to 0, while having Resistance last would mean that a character hit would be guaranteed to have at least one point of damage, unless the first thing was the intention, which might actually be kinda neat.

A Protection Tertiary also sounds delicious, and now I REALLY want a character planner. With something like that, I will more than likely be going for Gladiator over Bulwark (depending on if Gladiator has access to the Super Strength/Invulnerability set of this game at launch). Hm… Let’s see, Super Strength Primary, Invulnerability Secondary, Protection Tertiaries, Flight, Rage and/or Reinforcement Masteries, man I really can’t wait to get stuck in.

Will keep an eye out for the second chance funding.

I do a DnD Podcast, which can be listened to here.

Additionally, I write up my sessions of a Teen Heroes game here.

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Tannim222 wrote:
Tannim222 wrote:

Finally, please bear in mind that even with all these changes, we can still adjust systems through testing. But just because things worked one way I be old game does not automatically mean that they must be done the same here. There will be similarities, but many things are also new.

I went back and reread whether or not if these augments would have co-purpose to them. In CoH/CoV there were...4(?) maybe 5 enhancement sets that were dual-purpose. With a limit of 2 dual sets (IIRC) per toon. One worked in PvE the other purposed for PvP. I'm asking because I'm not sure if PvP is part of this as...well...there is so much information right now...it's a bit overwhelming to go through. If PvP is included, will these augments have dual-purpose or will the be one size fits all in PvP or PvE.

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Coooollllll!!!! :)

Coooollllll!!!! :)

Avatar build??? :) Please, do to save the uniform out of the game! After then give to put in the game!

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I think that the number of

I think that the number of controllers a solo player may run into is a good measure of the difficulty of the engagement. Remember in CoX we were able to adjust the difficulty for ourselves by adjusting our [url=https://paragonwiki.com/wiki/Notoriety][i]notoriety[/i][/url], which let us play not only at a higher level equivalent, but also by the number of equivalent heroes to our one hero.
If controllers pose a real threat, then this kind of difficulty adjustment has some actual teeth to it because it will let us increase the number of stacks of control against us.

[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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The jury is still out for me

The jury is still out for me concerning the current combat mechanics. My immediate, and albeit knee-jerk reaction, isn't entirely warm towards the hit/miss system (or lack thereof). But that's mostly due to inability to see the proposed system in action and the unfamiliarity of it compared to the previous system in CoH/V (change is scary, amirite?). Looking forward to the forthcoming update(s) concerning more intimate details, and even moreso to tinkering with it.

doctor tyche
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Cobalt Azurean wrote:
Cobalt Azurean wrote:

The jury is still out for me concerning the current combat mechanics. My immediate, and albeit knee-jerk reaction, isn't entirely warm towards the hit/miss system (or lack thereof). But that's mostly due to inability to see the proposed system in action and the unfamiliarity of it compared to the previous system in CoH/V (change is scary, amirite?). Looking forward to the forthcoming update(s) concerning more intimate details, and even moreso to tinkering with it.

Oh, there is a hit/miss system, but it's now relative rather than absolute.

Technical Director

Read enough Facebook and you have to make Sanity Checks. I guess FB is the Great Old One of the interent these days... - Beamrider

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Couple questions (hoping this

Couple questions (hoping this doesn't get buried)...

1. Why is Extension an Augment, and Range a Refinement? They both strike me as being on the "affect how the power functions for the originator" side of the equation. I do get that Extension allows for more targets, but that doesn't seem like a thing that "affects the target of the power" in the same way that +damage, +control etc. do. What's the distinction that I'm missing?

2. With respect to the tentative July/August backer beta, how close are you to determining system requirements? I'm holding off on replacing my 10-year-old machine and, with a limited budget, want to be sure I can get into a new system that will run the game (ideally on better-than-minimum settings).

Thanks!

Tannim222
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Ghost-Spectre wrote:
Ghost-Spectre wrote:
Tannim222 wrote:

Finally, please bear in mind that even with all these changes, we can still adjust systems through testing. But just because things worked one way I be old game does not automatically mean that they must be done the same here. There will be similarities, but many things are also new.

I went back and reread whether or not if these augments would have co-purpose to them. In CoH/CoV there were...4(?) maybe 5 enhancement sets that were dual-purpose. With a limit of 2 dual sets (IIRC) per toon. One worked in PvE the other purposed for PvP. I'm asking because I'm not sure if PvP is part of this as...well...there is so much information right now...it's a bit overwhelming to go through. If PvP is included, will these augments have dual-purpose or will the be one size fits all in PvP or PvE.

Right now, everything related to combat is the same for PVE and PvP.

We even have a “PC equivalency” NPC rank. That is something which uses the same values of a PC as its basis. All powers work the same for PCs and NPCs. NPCs are designed with all the same mechanics as PCs barring some additional bits for game play reasons (and those are more lean more on behavioral rather than how powers work). The except being NPCs don’t get Reserves. It will only be after testing goes on that if any discrepancies crop up we will make adjustments.

[hr]I don't use a nerf bat, I have a magic crowbar!
- Combat Mechanic -
[color=#ff0000]Tech Team. [/color]

Cobalt Azurean
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Doctor Tyche wrote:
Doctor Tyche wrote:
Cobalt Azurean wrote:

The jury is still out for me concerning the current combat mechanics. My immediate, and albeit knee-jerk reaction, isn't entirely warm towards the hit/miss system (or lack thereof). But that's mostly due to inability to see the proposed system in action and the unfamiliarity of it compared to the previous system in CoH/V (change is scary, amirite?). Looking forward to the forthcoming update(s) concerning more intimate details, and even moreso to tinkering with it.

Oh, there is a hit/miss system, but it's now relative rather than absolute.

With an "all-time hit" system, it [i]sounds[/i] [b]more[/b] absolute than relative, with the one except being where Evasion/debuffs are involved (as confirmed by Tannin222's post #148).

doctor tyche
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Cobalt Azurean wrote:
Cobalt Azurean wrote:
Doctor Tyche wrote:
Cobalt Azurean wrote:

The jury is still out for me concerning the current combat mechanics. My immediate, and albeit knee-jerk reaction, isn't entirely warm towards the hit/miss system (or lack thereof). But that's mostly due to inability to see the proposed system in action and the unfamiliarity of it compared to the previous system in CoH/V (change is scary, amirite?). Looking forward to the forthcoming update(s) concerning more intimate details, and even moreso to tinkering with it.

Oh, there is a hit/miss system, but it's now relative rather than absolute.

With an "all-time hit" system, it [i]sounds[/i] [b]more[/b] absolute than relative, with the one except being where Evasion/debuffs are involved (as confirmed by Tannin222's post #148).

And as evasion and debuffs are not the exception but the rule, that would make it relative.

Technical Director

Read enough Facebook and you have to make Sanity Checks. I guess FB is the Great Old One of the interent these days... - Beamrider

Cobalt Azurean
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Doctor Tyche wrote:
Doctor Tyche wrote:
Cobalt Azurean wrote:
Doctor Tyche wrote:
Cobalt Azurean wrote:

The jury is still out for me concerning the current combat mechanics. My immediate, and albeit knee-jerk reaction, isn't entirely warm towards the hit/miss system (or lack thereof). But that's mostly due to inability to see the proposed system in action and the unfamiliarity of it compared to the previous system in CoH/V (change is scary, amirite?). Looking forward to the forthcoming update(s) concerning more intimate details, and even moreso to tinkering with it.

Oh, there is a hit/miss system, but it's now relative rather than absolute.

With an "all-time hit" system, it [i]sounds[/i] [b]more[/b] absolute than relative, with the one except being where Evasion/debuffs are involved (as confirmed by Tannin222's post #148).

And as evasion and debuffs are not the exception but the rule, that would make it relative.

Thank you for the clarification!

Tannim222
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For those of the old guard,

For those of the old guard, it may help to think of Miss Rate debuffs rather like To-Hit Debuffs. They aren’t exactly the same but it is very different than Accuracy Debuffs.

Some of you may begin to wonder if debuffing accuracy is if any worth. It is. Earlier I mentioned that increasing Accuracy does some other stuff. By taking away that accuracy, you reduce the other stuff that it does.

Which gives us another option for making tougher to deal with NPCs with higher than normal accuracy values (also helpful against those that rely on Evasion).

Another thing that may not be readily apparent - the usefulness of powers with Awareness Debuffs. No one has thought to ask what that actually does...mightily appropriate for what we’ve been discussing.

[hr]I don't use a nerf bat, I have a magic crowbar!
- Combat Mechanic -
[color=#ff0000]Tech Team. [/color]

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