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A disturbing trend

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Consultant
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Why not just replace KB with

Why not just replace KB with KD? Or was this a question that caused a hundred flaming posts on other threads? Perhaps because the visual effect looks cool?

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That was precisely what

That was precisely what started the flame war. I won't bore folks rehashing my stance, I will leave that to others :P

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Consultant wrote:
Consultant wrote:

Why not just replace KB with KD? Or was this a question that caused a hundred flaming posts on other threads? Perhaps because the visual effect looks cool?

Just a couple of possible points to consider:
1. Visually thematic with the power being used.
2, Provides a method of player determined pawn placement
3. Typically due to the any combination of the following; flight time, collision with environment, and return to action animation provides more control (a greater increase in survival for the kb user).
4. It tends to be more visually stimulating than knock down
5. (partiallly linked to 4) provides a greater sense of power - people fall all the time in a fight (ko, tripped, thrown down) you don't see people knocked a city block away - in a super-themed game kb satisfies the criteria of 4 and 5 moreso than knock down would.

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kitsune9tails wrote:
kitsune9tails wrote:

On Knockback: what if knocking foes back did collision damage? Would that help mitigate the negative way in which this comic book staple is viewed?
Granted, this is an MMO and not a movie, but a supers movie with no knockback feels much less super to me.

What if the damage taken was based on how far they still had to be KBd, this encourages people to knock foes into nearby walls rather than human cannonball them across the map.

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Minotaur wrote:
Minotaur wrote:

What if the damage taken was based on how far they still had to be KBd, this encourages people to knock foes into nearby walls rather than human cannonball them across the map.

I dont know.
Is the KB going to be using a PhysX ragdool effect? Then No. It wont look real to belive.
Is it going to look like the enemy was hit and knocked back using a premade animation effect?
then maybe i will buy it and it might look real enough to belive, especially if an animation effect was used just like Telekinesis from Mind Control, and send them right into the wall. :)

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kitsune9tails wrote:
kitsune9tails wrote:

On Knockback: what if knocking foes back did collision damage? Would that help mitigate the negative way in which this comic book staple is viewed?

Probably not. On the one hand, people will start playing pinball, trying to use the bonus collision damage. On the other hand, the extra damage isn't worth the fact that they're now outside a hold/knockdown/slow patch, or outside a PBAoE effect that was controlling them and/or holding their aggro, and are back to full capability. IMHO the best current proposal to mitigate the "knockback screws up crowd control and team strategy" problem is still to use anti-knockback auras like Tannim suggested elsewhere.

That said, I think it would be interesting if there were collision damage, though to be fair it should be constrained like falling damage (e.g. in CoH you couldn't die from it; you'd have at least 1 HP afterwards). So keep that in mind: if flying five feet into a wall does more damage than falling fifty feet onto concrete, you might be doing it wrong.

Elsewhere I had a proposal that knockback be a side effect of Smashing (or Kinetic or whatever) damage. To make this work really well, you'd give each mob (including PCs) [b]Mass[/b] and [b]Balance[/b] stats. Damage divided by Mass determines how much the mob is knocked back, and Damage divided by Balance determines if they stay on their feet (knockdown).

Then you could have martial arts stances, "immovable rock" powers, reaction thrusters, or other toggles that buff Balance and/or Mass. And you can have oil slick, ground-to-gravel, contragravity sphere, foot sweep, and other powers that debuff Balance and/or Mass.

I like this concept because it removes the need for some arbitrary threshold between knockdown and knockback, because it's tactically interesting and visually cool to see the tank remain standing, but getting pushed back a bit, when this giant dragon was just whaling on him (this happened a lot in Tera), and even if you decide to have a different mechanic from the damage-to-stat ratios above, you can have powers that can have "high mag" of either knockdown or knockback or both. It also makes "what does this do to a flier?" easier to answer.

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Minotaur wrote:
Minotaur wrote:

What if the damage taken was based on how far they still had to be KBd, this encourages people to knock foes into nearby walls rather than human cannonball them across the map.

In the context of my physics-like "knockback as a side effect of Kinetic damage" proposal, this would simply compute how much Kinetic damage would have been needed to create the amount of Knockback distance that was lost and apply it as Kinetic damage. Or something similar.

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Minotaur wrote:
Minotaur wrote:

What if the damage taken was based on how far they still had to be KBd, this encourages people to knock foes into nearby walls rather than human cannonball them across the map.

Already [url=http://cityoftitans.com/comment/34761#comment-34761]ahead of you[/url] on that idea, Minotaur.

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Minotaur wrote:
Minotaur wrote:

kitsune9tails wrote:
On Knockback: what if knocking foes back did collision damage? Would that help mitigate the negative way in which this comic book staple is viewed?
Granted, this is an MMO and not a movie, but a supers movie with no knockback feels much less super to me.

What if the damage taken was based on how far they still had to be KBd, this encourages people to knock foes into nearby walls rather than human cannonball them across the map.

Huzzah. I like this idea..

But does this mean knockdowns get the largest damage boost in said scenario?

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JayBezz wrote:
JayBezz wrote:

Minotaur wrote:
kitsune9tails wrote:
On Knockback: what if knocking foes back did collision damage? Would that help mitigate the negative way in which this comic book staple is viewed?
Granted, this is an MMO and not a movie, but a supers movie with no knockback feels much less super to me.

What if the damage taken was based on how far they still had to be KBd, this encourages people to knock foes into nearby walls rather than human cannonball them across the map.

Huzzah. I like this idea..
But does this mean knockdowns get the largest damage boost in said scenario?

In that case, knockdown would be knockback with a distance of 0, I'd imagine. So it would do no damage, unless there's a base damage that all knocks would do.

The most damaging knockback would be something that would fling the enemy really far, but used right next to a wall instead.

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My first character was an nrg

My first character was an nrg/nrg blaster, I loved the kb and the sound along with the visual. The kb actually saved my characters life several times. On teams it was very few that would comment on my kb, but I always waited for the tank to herd them in a confide space so I wouldn't scatter them. Nrg/nrg was unique, it did nrg damage and smashing damage and had kb to boot. I would be disappointed to not see kb. If played right on teams kb isn't a problem.

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If you're on a character that

If you're on a character that requires lots of mobs to build defence and someone knocks them back away from you, why aren't we looking at changing defence?

Say you're on a team or with at least one other person who kb's your herd. You tell them not to do it again. They generally don't.

Say you're in a situation where some kb would be really useful. Tough, it got nerfed.

Really not seeing why kb was so detrimental to the whole game, learning how to use it and when to use it is all part of learning to play. If anything, a really important part as you're learning to listen, learning not to be annoying, learning to be positional, situational.

As a ranged character I think we should nerf melee, it gets in the way of me shooting things from a distance.

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McNum wrote:
McNum wrote:

JayBezz wrote:
Minotaur wrote:
kitsune9tails wrote:
On Knockback: what if knocking foes back did collision damage? Would that help mitigate the negative way in which this comic book staple is viewed?
Granted, this is an MMO and not a movie, but a supers movie with no knockback feels much less super to me.

What if the damage taken was based on how far they still had to be KBd, this encourages people to knock foes into nearby walls rather than human cannonball them across the map.

Huzzah. I like this idea..
But does this mean knockdowns get the largest damage boost in said scenario?

In that case, knockdown would be knockback with a distance of 0, I'd imagine. So it would do no damage, unless there's a base damage that all knocks would do.
The most damaging knockback would be something that would fling the enemy really far, but used right next to a wall instead.

I think the idea is more of...so Hover above the target and KB them into the ground which turns it into KD.

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Defense increasing with

Defense increasing with number of attackers always seemed a bit whacky to me. From a reality standpoint, at any rate. Your Defense is your Abitlity to Defend Yourself. I never could see how that went UP, with more attackers. I know it's a game mechanic, but it just sort of encourages the game mindset, rather than an intuitive response to real conditions. Just sayin'.

Thinking about it, I could see an extremely skilled martial artist being able to keep a large number of attackers at bay by keeping a small number of attackers close to them and using them like a shield. But that would be a different math problem. I know for a fact that it's harder for five guys to attack one, than it is for two, or even three. But up to that number it's just harder to track all attacks. And after a certain point, it's not about attacks, it's just about being buried in numbers and subdued.

I refer mainly to the usual Tank tactic of standing in a crowd and taunting as many as possible, ala' the F4 Thing or X-man Colossus, not the sort of "move-through" tactic like a Batman or Daredevil, for instance. Note the first two use Damage Resistance, as much as Defense in game terms

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Well, too many attackers

Well, too many attackers start interfering with each other, but it does seem inverted.

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Drawing upon WarBird's and

Drawing upon WarBird's and Fireheart's point then ... so long as the game avoids Friendly Fire (and all the Griefing THAT can bring!) ... what about setting things up such that Friendly Hit Boxes [b]block Line of Sight[/b] ... and doing the same to Foe Hit Boxes as well. Essentially, instead of letting attacks "pass through" any intervening Mobile Obstacle Blocks, whether they be Friend or Foe ... enforce a requirement that there needs to be a clear Line of Sight between attacker and target [i]when the attack is launched[/i] that has no intervening Friends nor Foes in it.

In other words, if you're on the ground (as opposed to hovering) and the Tanker is surrounded by a huge dogpile of enemies on all sides, YOU as a Ranged Attacker can only attack the Foes on [i]your side[/i] of the dogpile ... as opposed to attacking the Boss on the other side of the dogpile with the entire dogpile (plus Friendly Tanker) between yourself and that Boss. In other words ... positioning MATTERS for Line of Sight, because Line of Sight can be blocked/interfered with by mobile obstacles. An interesting side effect of this phenomenon, where you can't attack "through" Hit Boxes to attack a target beyond an intervening Hit Box, is that an Aggro Magnet that gets surrounded by Foes is effectively "screened" from incoming Ranged Attacks by the Foes the Aggro Magnet is confronting.

This idea DEFINITELY has the potential for Griefing (re: classic Top Gun movie scene of Iceman blocking Maverick's shot on the bogey that ultimately results in Goose getting killed on ejection) by Players getting in each other's way, thus "blocking" attack opportunities ... but it also creates circumstances that can involve "screening" depending on how effects are defined. For example, a shockwave styled "explosion" could be set up to ignore Hit Box Blocking but respect Terrain Obstruction Blocking, meaning that in order to not take damage you need to take shelter behind "hard" cover (ie. terrain) as opposed to the "soft" cover of an Ally or Enemy. But then you could have another sort of AoE that's more of a "beehive" styled shrapnel/fragmentation sort of thing, or loaded with flechette needles or ninja shurikens or whatever, and in that case you could take shelter either behind "hard" cover -OR- behind a "helpful" Foe or Ally who acts as "soft" cover and absorbs the attack but isn't "penetrated" by it to reach your own Hit Box, effectively "shielding" you from the attack.

Indeed, I could easily see having AoEs ranked as "penetrating" of Hit Boxes or not be an important consideration in how those AoEs get balanced, such that the "non-penetrating" AoEs in which Hit Boxes are allowed to block Line of Sight are compensated in some form or fashion for this Limitation. Also note that if Hit Boxes are allowed to Block Line of Sight AT ALL ... {significant pause to emphasize importance of point} ... that the ancient tactic of "bumrushing the Player(s)" so as to surround them in melee might ultimately wind up being counterproductive, tactically speaking, from a Foe NPC AI behavioral model point of view. Now wouldn't THAT be interesting?

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Anything that makes things

Anything that makes things more tactically intuitive, based on real-world physics, I find preferable to learning how to exploit a goofy game mechanic.

More than ethat even, I despise the NECESSITY of using an arbitrary game mechanic to defeat a given boss. i.e: "Everybody stand here until he launches his first attack. Then split up to equidistant points around this dais until he pauses to heal. And keep your DPS below X so as not to steal aggro." I recognize that this kind of stuff will inevitably rise out of extended play, and finding efficient tactics. But this kind of Buzby Berkley choreography crap, especially if it's designed into the boss fight so that you must learn this long series of arbitrary maneuvers, just kills the immersion for me.

It's what I despise about boss battles in general. Don't make me have to discover the obscure weakness through trial and error. Give me a tactical problem, sure. But not "You have to hit the Purple Heart Box, twelve times to lower his defensive shield, then cripple all four limbs before you can actually start doing any health damage." Let me look at a situation and figure out what I need to do based on some common sense assumptions, or knowledge I've gained leading up to the fight. Go ahead and make it hard to do those things, okay. Or if I'm just plain powerful enough, ignore ALL of that and slug it out. But don't make it hard to even figure what singular path to victory you had in mind. Ticks me off.

Gosh, that turned into a tagential rant quickly, didn't it?

At any rate, ahem, yes Red. Making things more tactically interesting, yet easily explainable to neo-phytes: "Yo, don't stand in front of the Blaster, dude." I would approve of. In fact, I would go so far as to say that if this game could pull that philosophy off, it would be a huge leap over most other MMO's I've played.

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Brand X wrote:
Brand X wrote:

McNum wrote:
JayBezz wrote:
Minotaur wrote:
kitsune9tails wrote:
On Knockback: what if knocking foes back did collision damage? Would that help mitigate the negative way in which this comic book staple is viewed?
Granted, this is an MMO and not a movie, but a supers movie with no knockback feels much less super to me.

What if the damage taken was based on how far they still had to be KBd, this encourages people to knock foes into nearby walls rather than human cannonball them across the map.

Huzzah. I like this idea..
But does this mean knockdowns get the largest damage boost in said scenario?

In that case, knockdown would be knockback with a distance of 0, I'd imagine. So it would do no damage, unless there's a base damage that all knocks would do.
The most damaging knockback would be something that would fling the enemy really far, but used right next to a wall instead.

I think the idea is more of...so Hover above the target and KB them into the ground which turns it into KD.

But if your movement power is Superleap or Teleport you're out of luck? No.

I remember when Star Wars was cool...a long, long time ago...

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WarBird wrote:
WarBird wrote:

Anything that makes things more tactically intuitive, based on real-world physics, I find preferable to learning how to exploit a goofy game mechanic.
More than ethat even, I despise the NECESSITY of using an arbitrary game mechanic to defeat a given boss. i.e: "Everybody stand here until he launches his first attack. Then split up to equidistant points around this dais until he pauses to heal. And keep your DPS below X so as not to steal aggro." I recognize that this kind of stuff will inevitably rise out of extended play, and finding efficient tactics. But this kind of Buzby Berkley choreography crap, especially if it's designed into the boss fight so that you must learn this long series of arbitrary maneuvers, just kills the immersion for me.
It's what I despise about boss battles in general. Don't make me have to discover the obscure weakness through trial and error. Give me a tactical problem, sure. But not "You have to hit the Purple Heart Box, twelve times to lower his defensive shield, then cripple all four limbs before you can actually start doing any health damage." Let me look at a situation and figure out what I need to do based on some common sense assumptions, or knowledge I've gained leading up to the fight. Go ahead and make it hard to do those things, okay. Or if I'm just plain powerful enough, ignore ALL of that and slug it out. But don't make it hard to even figure what singular path to victory you had in mind. Ticks me off.
Gosh, that turned into a tagential rant quickly, didn't it?
At any rate, ahem, yes Red. Making things more tactically interesting, yet easily explainable to neo-phytes: "Yo, don't stand in front of the Blaster, dude." I would approve of. In fact, I would go so far as to say that if this game could pull that philosophy off, it would be a huge leap over most other MMO's I've played.

Yeah...I'd go along with what he said!

I remember when Star Wars was cool...a long, long time ago...

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Comicsluvr wrote:
Comicsluvr wrote:

WarBird wrote:
At any rate, ahem, yes Red. Making things more tactically interesting, yet easily explainable to neo-phytes: "Yo, don't stand in front of the Blaster, dude." I would approve of. In fact, I would go so far as to say that if this game could pull that philosophy off, it would be a huge leap over most other MMO's I've played.

Yeah...I'd go along with what he said!

One caveat that I probably should have made to my supposition of Hit Boxes blocking Line of Sight ... is that there will undoubtedly be attacks (and probably buffs, too) that [b]ignore Line of Sight[/b] in order to deliver their effects. The most obvious ones I can think of for this would be [url=http://tomax.cohtitan.com/data/powers/power.php?id=Pool.Teleportation.Teleport_Foe]Teleport Foe[/url] and [url=http://tomax.cohtitan.com/data/powers/power.php?id=Pool.Teleportation.Recall_Friend]Recall Friend[/url] ... and one could make the argument that [url=http://paragonwiki.com/wiki/Manticore]Manticore[/url]'s signature power of Teleport Arrow would also qualify. Indeed, anything that involves teleportation and "wormholes" that allow you to ignore the intervening space between points A and B would seem to make prime candidates for being allowed to ignore Line of Sight issues. Of course ... that effectively then becomes something of an "advantage" for the Powers allowed to do that, since it is not "normal" behavior for most attacks ...

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Like most telepathic

Like most telepathic abilities?

Quote:

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Exactly. Kind of like how a

Exactly. Kind of like how a lot of the Powers in the [url=http://tomax.cohtitan.com/data/powers/archetype.php?at=2#Controller_Control.Mind_Control]Mind Control[/url] powerset didn't have Melee/Ranged/AoE attack type tags on them, preventing powersets like Super Reflexes from effectively defending against them because they weren't "physical" attacks but rather mental (ie. Psionic) attacks.

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a lot go games have "special

a lot go games have "special mechanics" per character or character type. For instance in Marvel Heroes, Cyclops has (had) command points that added something specific to how the character plays. In CO they are passives but are innate bonuses instead of special gameplay..

I would love a character specific power that would let me aim my ranged control powers (not damage) through walls.

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JayBezz wrote:
JayBezz wrote:

a lot go games have "special mechanics" per character or character type. For instance in Marvel Heroes, Cyclops has (had) command points that added something specific to how the character plays. In CO they are passives but are innate bonuses instead of special gameplay..
I would love a character specific power that would let me aim my ranged control powers (not damage) through walls.

Xray or Microwave Attack? :o

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.......or Perfect Dark's

.......or Perfect Dark's alien sniper rifle.

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Or Advanced Thermal imaging..

Or Advanced Thermal imaging...

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Redlynne wrote:
Redlynne wrote:

Comicsluvr wrote:
WarBird wrote:
At any rate, ahem, yes Red. Making things more tactically interesting, yet easily explainable to neo-phytes: "Yo, don't stand in front of the Blaster, dude." I would approve of. In fact, I would go so far as to say that if this game could pull that philosophy off, it would be a huge leap over most other MMO's I've played.

Yeah...I'd go along with what he said!

One caveat that I probably should have made to my supposition of Hit Boxes blocking Line of Sight ... is that there will undoubtedly be attacks (and probably buffs, too) that ignore Line of Sight in order to deliver their effects. The most obvious ones I can think of for this would be Teleport Foe and Recall Friend ... and one could make the argument that Manticore's signature power of Teleport Arrow would also qualify. Indeed, anything that involves teleportation and "wormholes" that allow you to ignore the intervening space between points A and B would seem to make prime candidates for being allowed to ignore Line of Sight issues. Of course ... that effectively then becomes something of an "advantage" for the Powers allowed to do that, since it is not "normal" behavior for most attacks ...

I'd generally agree. Then it just becomes a matter of play balance. If certain attacks can't be blocked, or have a relatively high chance of hitting, they do less damage. Or whatever. ::shrug::

OTH, l don't see a problem with an arbitrary limitation on mental powers to "Line of Sight". Heck, comics put those kind of things in place all the time. The same way they arbitrarily ignore, or explain away, certain physical realities. "My ring doesn't work on anything yellow?! Really?!!" NIghtcrawler's teleport powers originally had a line of sight limitation. He had to be able to see where he was going. He couldn't enter a closed room, or TP beyond the horizon.

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Fireheart wrote:
Fireheart wrote:

Well, too many attackers start interfering with each other, but it does seem inverted.

That's mostly for melee combatants; I have trouble seeing where five other people shooting at your target makes the target inherently more difficult for you to hit. It would be more of a debuff on the attackers -- if you have more than [b]X[/b] number of mobs making melee attacks against the same target, each of the [b]N[/b] attackers gets a debuff on their ToHit that starts at 0 for [b]X[/b] attackers and goes up with each additional attacker. I'm not sure that the overhead for this check would be worth the increase in 'realism', though.

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srmalloy wrote:
srmalloy wrote:

I have trouble seeing where five other people shooting at your target makes the target inherently more difficult for you to hit.

For ranged combat, the only way I can imagine/excuse this sort of thing is if the attackers are trying to shoot THROUGH each other (narrow corridor or tunnel or whatever) using ranged attacks. Once again, this gets back to Hit Boxes (Friend and Foe) "ought to" block Line of Sight and that sort of thing. But if the ranged attackers can "spread out a little bit" such that they all have an unimpeded Line of Sight onto the same target, there's really no reason/excuse for there to be a scaling debuff to their Accuracy if there's more of them attacking (simultaneously) than arbitrary "cheat code" limit N attackers.

And I use the term "cheat code" because that's exactly what it feels like to me, if that option gets pursued. Just say "No" to that, methinks.

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The intent, I always thought,

The intent, I always thought, was to give the effect that adding attackers does not make the target easier to damage. A 'numbers mean nothing' power. Without something like this, adding attackers would eventually overwhelm a Resistance user because they aren't allowed to reduce damage to zero. It would also overwhelm evasive targets, because 5% of twenty swings means you are still getting hit. But with adding foes actually buffing your defenses, going from 1 guy attacking you to 20 guys attacking you doesn't mean much by itself.

Effectively, there are no chinks in your armor for a barrage of attacks to sneak through: bring more raw power or go away.

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Not a fan of "line of sight"

Not a fan of "line of sight" being implemented as a general gameplay mechanic where friendlies can block a target so a power won't execute, however.....
Giving some foes, particularly high ranking ones, a power (think ST hold) where they can take a hostage/human shield might be interesting.
Wholesale friendly LOS blocking would be a polarizing effect between ranged and melee players imho.

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Abnormal Joe wrote:
Abnormal Joe wrote:

Not a fan of "line of sight" being implemented as a general gameplay mechanic where friendlies can block a target so a power won't execute, however.....
Giving some foes, particularly high ranking ones, a power (think ST hold) where they can take a hostage/human shield might be interesting.
Wholesale friendly LOS blocking would be a polarizing effect between ranged and melee players imho.
-joe

This is a good point.

Would be sad for melee players to be kicked from the team because they lowered the dps of the range attacker by getting in the way or someone purposely doing it just to be "funny".

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jag40 wrote:
jag40 wrote:

Abnormal Joe wrote:
Not a fan of "line of sight" being implemented as a general gameplay mechanic where friendlies can block a target so a power won't execute, however.....
Giving some foes, particularly high ranking ones, a power (think ST hold) where they can take a hostage/human shield might be interesting.
Wholesale friendly LOS blocking would be a polarizing effect between ranged and melee players imho.
-joe

This is a good point.
Would be sad for melee players to be kicked from the team because they lowered the dps of the range attacker by getting in the way or someone purposely doing it just to be "funny".

Or maybe the ranged guy could wait for a shot, or reposition...

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Lin Chiao Feng wrote:
Lin Chiao Feng wrote:

jag40 wrote:
Abnormal Joe wrote:
Not a fan of "line of sight" being implemented as a general gameplay mechanic where friendlies can block a target so a power won't execute, however.....
Giving some foes, particularly high ranking ones, a power (think ST hold) where they can take a hostage/human shield might be interesting.
Wholesale friendly LOS blocking would be a polarizing effect between ranged and melee players imho.
-joe

This is a good point.
Would be sad for melee players to be kicked from the team because they lowered the dps of the range attacker by getting in the way or someone purposely doing it just to be "funny".

Or maybe the ranged guy could wait for a shot, or reposition...

Of course he COULD. But I bet he would resent having to. And given the nature of melee play this would happen multiple times every spawn.

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Abnormal Joe wrote:
Abnormal Joe wrote:

Not a fan of "line of sight" being implemented as a general gameplay mechanic where friendlies can block a target so a power won't execute, however.....

So long as you're not Immobilized (or Movement Debuffed so heavily as to make no difference) then you ought to be able to reposition. I mean, how far are you willing to go for people who nail their feet to the floor (metaphorically speaking)? And if you ARE Immobilized and suffering from a blocked Line of Sight due to a "poorly placed" Ally ... isn't that how it ought to work so as to give Immobilization some value beyond just nailing feet to the floor (metaphorically speaking, again)?

The whole point of allowing Hit Boxes of Friends AND Foes to block Line of Sight is to make relative positioning in the battlespace [b][i]relevant[/i][/b] so as to make battles more "tactical" than simply being a question of ... In Range? (Y/N). We saw this in City of Heroes, where battles were terrifically STATIC affairs a lot of the time in which there was no incentive in a supermajority of situations to do anything other than Stand And Deliver. The only reason(s) to move around were because there weren't any more targets within range and ... actually I can't think of another reason to need to move around beyond Death Patches™ spawned by Raid Bosses that you didn't want to get caught in.

Abnormal Joe wrote:

Wholesale friendly LOS blocking would be a polarizing effect between ranged and melee players imho.

Potentially ... if people are determined to be obnoxious to each other. Conversely, if they're not (determined to be obnoxious) there are tactical "niceties" that people can engage in on Teams ... such as the classic Tanker move of hopping over the opposition so as to maneuver the Foe NPCs into being between the Tanker and the Ranged Archetypes on the Team such that the Foe NPCs are facing AWAY from the Team and towards the Tanker, putting the Ranged Archetypes BEHIND the Foe NPCs. This is a very simple courtesy move that makes it unlikely any Cone attacks coming out of the Foe NPCs will hit extra members of the Team other than the Tanker, and gives the Ranged Archetypes a wide open field to savage those Foe NPCs from the rear of their targets with a clear field of fire. In other words, it isn't THAT hard [i]not to be a jerk[/i].

Another thing too is that if Hit Boxes block Line of Sight, you'll perhaps naturally start seeing Ranged Archetypes on Teams form their own Firing Lines or spread out to create crossfires advantageous to their side of the battle. All of those tactical movement and positioning incentives don't exist if Hit Boxes do not block Line of Sight. So the real question is ... do you prefer static or tactically dynamic battle spaces in which movement and positioning are an ever evolving consideration?

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Ranged attacker can target

Ranged attacker can target and queue the attack, but has to jitter about, looking for a clear LOS?

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" there are tactical

" there are tactical "niceties" that people can engage in on Teams ... such as the classic Tanker move of hopping over the opposition so as to maneuver the Foe NPCs into being between the Tanker and the Ranged Archetypes on the Team such that the Foe NPCs are facing AWAY from the Team and towards the Tanker, putting the Ranged Archetypes BEHIND the Foe NPCs"

As it happens I taught that move to many dozens of tankers. The difficulty lies in the fact that most folks LIKED static fights. Most fights boiled down to "tank and spank" "pull to corner" "or "steam roll". All very static. The few fights that refused to fall into those categories could be very difficult to recruit for. I understand the desire to spice things up, really I do.
I just have my doubts that spice will be very well received in large doses.

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Redlynne wrote:
Redlynne wrote:

Wholesale friendly LOS blocking would be a polarizing effect between ranged and melee players imho.
Potentially ... if people are determined to be obnoxious to each other. Conversely, if they're not (determined to be obnoxious) there are tactical "niceties" that people can engage in on Teams ... such as the classic Tanker move of hopping over the opposition so as to maneuver the Foe NPCs into being between the Tanker and the Ranged Archetypes on the Team such that the Foe NPCs are facing AWAY from the Team and towards the Tanker, putting the Ranged Archetypes BEHIND the Foe NPCs. This is a very simple courtesy move that makes it unlikely any Cone attacks coming out of the Foe NPCs will hit extra members of the Team other than the Tanker, and gives the Ranged Archetypes a wide open field to savage those Foe NPCs from the rear of their targets with a clear field of fire. In other words, it isn't THAT hard not to be a jerk.
Another thing too is that if Hit Boxes block Line of Sight, you'll perhaps naturally start seeing Ranged Archetypes on Teams form their own Firing Lines or spread out to create crossfires advantageous to their side of the battle. All of those tactical movement and positioning incentives don't exist if Hit Boxes do not block Line of Sight. So the real question is ... do you prefer static or tactically dynamic battle spaces in which movement and positioning are an ever evolving consideration?

Love this idea and it can work beautifully would love dynamic...if people are not going to be obnoxious to each other. But in reality, there will be people that will do so, be a jerk, just because they can. It's easy to not be a jerk, yes, but some just can not resist the urge. Looks like a very good potential gift drop for jerks to find another way to be jerks just to be jerks and get on people's nerves. Which can make teaming a bit less fun and thus nullifying the potential of this idea due to said jerks when people go solo rather than pick up 6-7 other people with the good chance one or two will be jerks and a hindrance on purpose. That is not including the "Accidental jerks" that is simply trying to play but end up getting in the way.

But on the flip side, though it may make teaming a little bit more interesting and add a bit of situational awareness. Although, if it's like many teams and team leaders in COX, not many people have patience to deal with people that didn't catch onto such "an easy tactic" like they did, and thus end up looking like a jerk barking at people for not knowing the exact spots to stand or not seeing the blaster in some position or forcing the blaster to move too many times.

And usually like moist things, a few negative wipes out a lot of positive. 8 years of good wiped out by one action within three months. 100 good experiences wiped out by a few jerks, 50 good conversations, now mortal enemies due to one comment slip up.

Sure the range could reposition but I can see it becoming an old game when ya have someone doing it just so the blaster is constantly moving, just because they can and jus to be a jerk, because they can.

In real life, I think the obnoxious part might be a little rarer. Online, where many people crank up their obnoxiousness by 100- 1,000 just for kicks, it's risky giving obnoxious people and jerks that much power. Kind of like Kinetics played by jerks prior to Null the Gull. You would think a simple no thanks, no speed boost would work and they leave you alone. No, instead they keep on, and crank up the pace now, because they can and to be a jerk so they can feel the power of they control how fast your toon move and not you and like to watch people squirm under their power. When null the gull came about, all of a sudden, Kins were not as common. It's no fun to jerks when people simply can turn them off and sap their power over your toon with a flip of an option.

Maybe they should or could do a test run and see how it pans out. Maybe most of the obnoxious people moved on to other games to be obnoxious in by now.

Or maybe if someone keeps getting in your way being a jerk there is a option to shoot them dead. :p But seriously there should be a way to prevent jerks from having that much power. It didn't work with speed boost very well, and while maybe it good intentioned at first or accident, it goes beyond when the person ask them to quit especially when not on a team, but they keep doing it to be an ass. And yeah I played a kin, a few in fact and it isn't that hard to not be jerk and not give someone speed boost if they don't like it or don't want it especially when they are not on a team. But again, not being a jerk is too much to ask of some people and some simply cant help themselves from not being a jerk.

But damn it, I love that idea, I hate standing around mob after mob, because the rest of the team want to wait for the slow poke tank to gather things up in a nice neat package and the blaster let off the AOE and repeat process. Boring as hell to me. But seems many people enjoyed just doing that. And they talk about CO only needing one power. Hell in COX you only needed taunt and an AOE on the team. The rest of the team is basically irrelevant the way most people I came across played.

I want it, but at the same time though don't want jerks to take it as a field day to be jerks like they were prior to null the gull and in other ways they found to be jerks. Maybe a robust monitored reporting system should be in place for repeat offenders especially when it's obvious they are doing it to be pure obnoxious jerks.

But Joe do make a good point. People tend to gravitate towards the easy big reward stuff. Cave of Trans was a PITA to get people for because people hated the 8 man click for. Lets not even get started on Shard TFs and trials. Even ITF, when it was harder, not many people bothered with it after the initial rush. When they nerfed it, everybody and their momma played it time and time again. It was easy, good reward. The incarnate trial. the first two played often and people farmed the crap out of those., but the ones that required a bit of tactics, like UG and MoM mostly
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I am in favor of players

I am in favor of players having incentives to move around and think on their feet.

However, this will cause resentment if other players are that incentive.

Solution: have the enemies (sometimes) give players reason to move around (besides death patches).

heh, heh, heh... (keep in mind I am not a powers designer or balancer, but I do have some ideas)

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Well one thing that will

Well one thing that will generate movement is OPEN HALLWAYS! Seriously, fighting in some of those office buildings was murder! Why don't we see that in the comics? Because in the comics the terrain is almost always destructible!

Here's another thought: Minimum movement for enemy Bosses and EB/AVs. Minions and Lts can be totally locked down just like before but Bosses and on up will have a minimum of say 10% movement (flight can be canceled...walking only) because they just don't stop. At that speed they'll stagger about, trying to avoid kill patches the team puts down but be slow enough that such patches will still be viable. However if they make it through a doorway hoo boy the team will have to scramble or they may lose him!

I remember when Star Wars was cool...a long, long time ago...

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kitsune9tails wrote:
kitsune9tails wrote:

I am in favor of players having incentives to move around and think on their feet.

This is a design goal quoted from Wildstar DevSpeak:

"Like all of our classes we wanted to keep the XXXXX mobile, challenging, and fun.. not about some UI mini game"

This sums up all of my qualms about City of Heroes combat.

citation:
http://youtu.be/HJieCQEN5ko

Comicsluvr wrote:

Well one thing that will generate movement is OPEN HALLWAYS! Seriously, fighting in some of those office buildings was murder! Why don't we see that in the comics? Because in the comics the terrain is almost always destructible!
Here's another thought: Minimum movement for enemy Bosses and EB/AVs. Minions and Lts can be totally locked down just like before but Bosses and on up will have a minimum of say 10% movement (flight can be canceled...walking only) because they just don't stop. At that speed they'll stagger about, trying to avoid kill patches the team puts down but be slow enough that such patches will still be viable. However if they make it through a doorway hoo boy the team will have to scramble or they may lose him!

Movement speed, height, and the like are all qualitative buffs and by removing them from combat you limit the roll of a controller/debuffer. Something I must implore the devs to veto.

Let combat mechanics be universal and defined by character choice please.

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Jay, what I'm suggesting

Jay, what I'm suggesting would actually PROMOTE control/debuff in the endgame which is where it seems to be the most useful and at the same time somewhat exclusive.

Travel back with me to those heady days of the 8-man teams in CoH. Whenever I was playing in the teens and 20s a really good team consisted of 1 tank, a couple of Blasters, 2-3 controllers and the rest of the party as buffers/debuffers in any mix you wanted. It was typical herd and bake tactics that we all know. The Tank herded, the controllers locked the spawn down, the buffers made the team stronger, the debuffers made the enemy weaker and the blasters made them die faster. Having more than one of most things meant backup if someone missed or some power hadn't recharged yet. Even in these early levels a Scrapper didn't bring much to the table that the Blasters couldn't do better.

Now fast-forward to the post-30s game. Now the same team is rolling faster. Between the controls and buffs/debuffs the Tank (any melee really) is an afterthought...someone to hold aggro if half the team disconnects for some reason. At this level of play there's no reason for more than 2 Controllers because they've got everything locked down. The same thing goes for buffs/debuffs because once the target's Acc, Defense and Resistance are floored there's nowhere to go. The team rolls in, the controllers lock down the spawn (including the EB/AV), the buffs and debuffs fly and then any sort of damage wins the day. Tanks, Scrappers and even Blasters become superfluous. The CoH endgame was the Controller/Debuff show starring those two classes and nobody else except for GMs and Incarnate content.

Pretty boring really. What I'm suggesting is something that will make that 4th or even 5th Controller on a team actually MEAN something as opposed to just another guy that the team can live without.

This applies ONLY to Bosses and above, not to Lts and Minions. I think that there should be a minimum level of activity from Bosses, EBs and so forth. Sort of like what Blasters had there at the end of CoH. If a Boss has 5 attacks and he's been 20% Mezzed then he's either slowed so his attacks fire less often or he simply loses some of his abilities. Design them so a single Controller CAN reduce them to a T1 or T2 attack and a minimum level of ground movement but can't halt them entirely. Higher level Bosses need more Mez to get the same effect and so on.

Will this nerf Controllers? Not really because the first few levels of Mez, the ones that didn't do anything in CoH, will actually DO something in CoT. More Mez means a weaker bad guy just like always which will promote teaming. A bad guy who can ALWAYS move at least a little promotes less static play. However at the highest end of spectrum the Controller who's hopped up to the max and can lay out 12-15 levels of Mez on a target by himself will have an enemy crawling on the floor feebly defending himself with his T1 attack.

The binary way Mez worked in CoH is too static. Either you had nothing or the enemy was doomed. I think something in between could promote more fun play at all levels. The Global Slotting idea means that Controllers and Debuffers can still be just as awesome as they were because they can specifically slot for whatever they want for added effect. You want to be the guy who locks down everyone? Slot for that. You want to be the guy who locks down the little guys but still does good damage? You can slot for that if you want. Yet at all levels there will not be the tendency to say 'no we don't need any other ATs around...we can Hold everything on our own.' Other ATs will always have something to contribute.

I remember when Star Wars was cool...a long, long time ago...

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Lin Chiao Feng wrote:
Lin Chiao Feng wrote:

jag40 wrote:
Abnormal Joe wrote:
Not a fan of "line of sight" being implemented as a general gameplay mechanic where friendlies can block a target so a power won't execute, however.....
Giving some foes, particularly high ranking ones, a power (think ST hold) where they can take a hostage/human shield might be interesting.
Wholesale friendly LOS blocking would be a polarizing effect between ranged and melee players imho.
-joe

This is a good point.
Would be sad for melee players to be kicked from the team because they lowered the dps of the range attacker by getting in the way or someone purposely doing it just to be "funny".

Or maybe the ranged guy could wait for a shot, or reposition...

The same argument could said, and has been, for Melee characters in regards to Knockback.

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I didn't read through the

I didn't read through the entire thread, so it may have been mentioned already. Instead of a game option to turn off KB, Why not just make a boost a-la CoH's Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown IO, make it non-unique, and let each player decide if they want to use it or not.

Heck, with multi-builds you could have a KB solo build, and a team KD build if you really wanted to.

I like the idea of KB causing 'fall damage' too.

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Xander Cross wrote:
Xander Cross wrote:

Why not just make a boost a-la CoH's Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown IO, make it non-unique, and let each player decide if they want to use it or not.

Because that is still costing the Knockback powerset a (precious?) Slot. It's a bit like saying "now make 3 right turns instead of turning left" when you could have just turned left in the first place and saved yourself the extra distance traveled. Sure, in a lot of cases, 3 right turns effectively makes 1 left turn and you can wind up in the same place after all is said and done, but the 3 right turns solution is the "long way round" of doing what the left turn in the first place accomplishes faster, better and cheaper.

The "just slot a unique Enhancement" answer only "works" if you've got an overabundance of Slots to burn ... which is something of a mistake to make.

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The alternative is what..

The alternative is what.. some kind of mechanism to turn it off and on? It's not an aura.. it's a power choice you are making.
Should I enhance my heals? NO! That would use up slots!

er that's what they're there for. If you don't like KB then don't play a character that has it.
I would second the enhancement to control the minimal amount of KB that there may be in the game.

If people won't pay enough to finance its creation, it is not worth creating.
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Please do not taunt the

Please do not taunt the Redlynne about KB.

I want to be able to set my KB to knock enemies over, or only displace them a few feet, but then press a modifier/toggle key and just *boom* them out of the park.

Be Well!
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GH wrote:
GH wrote:

If you don't like KB then don't play a character that has it.

And once again, the "I got mine, screw you" mentality rears its selfish head again. Please stop perpetuating this nonsensical point of view. It doesn't solve anything when you attempt to absolve yourself of all responsibility for advocating the unfair penalization of others.

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Redlynne wrote:
Redlynne wrote:

GH wrote:
If you don't like KB then don't play a character that has it.
And once again, the "I got mine, screw you" mentality rears its selfish head again. Please stop perpetuating this nonsensical point of view. It doesn't solve anything when you attempt to absolve yourself of all responsibility for advocating the unfair penalization of others.

Careful red. Its not nonsensical its simply not in agreement with yours. By definition both points are merely personal opinions. And frankly more than a few of your posts have been "I want mine,screw you".
Argue the point not the person.

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There are certainly technical

There are certainly technical things we can do on our end to give players options with regard to knockback.

But the most important piece of the puzzle will be players cooperating and communicating so that a person joining a team knows how best to work with that team.

Community is the key.

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kitsune9tails wrote:
kitsune9tails wrote:

There are certainly technical things we can do on our end to give players options with regard to knockback.
But the most important piece of the puzzle will be players cooperating and communicating so that a person joining a team knows how best to work with that team.
Community is the key.

Community is key but wont work with mindset of I like it this way and don't like it, then avoid. That just create more tension, then when there is tension it's less likely people will work together and less people work together the more tension. Until it's a polarizing self feeding animal that end up, KB lovers play over here and kb haters play over there on top of the other divides that may crop up. Until in reality it's not community as a whole but more sub groups of different groups of with us or against us.

Its' hard balance to find and figure out that is for sure if it can be balanced and figured out at all.

That is why I think it might be a good thing to be able to allow player choose whether or not they want kb in the power or not. It prevents them from getting pigeon holed into a few sets simply because they don't like kb and truly can as a person suggested, "if they don't like KB, don't take kb." And also allows them to turn it on and off depending on the situation. Not to mention allows them to enjoy the sets, all the sets, and not have to bypass set after set simply because some sets have KB while on the other hand kb lovers feel they are limited because sets don't have kb powers.

There have been situations where I wished I could turn down KB or turn it off or at least tone it down. Loved the set and it would have been sad if one had to follow well don't like KB don't get the set.

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Redlynne wrote:
Redlynne wrote:

Because that is still costing the Knockback powerset a (precious?) Slot. It's a bit like saying "now make 3 right turns instead of turning left" when you could have just turned left in the first place and saved yourself the extra distance traveled. Sure, in a lot of cases, 3 right turns effectively makes 1 left turn and you can wind up in the same place after all is said and done, but the 3 right turns solution is the "long way round" of doing what the left turn in the first place accomplishes faster, better and cheaper

The "just slot a unique Enhancement" answer only "works" if you've got an overabundance of Slots to burn ... which is something of a mistake to make.

While I agree with your sentiment. you also failed to quote (read?) this:

Xander Cross wrote:

make it non-unique, and let each player decide if they want to use it or not.
Heck, with multi-builds you could have a KB solo build, and a team KD build if you really wanted to.

that IO also enhanced Damage. So it wasn't necessarily a waste of a precious slot. At the very least, not any more than any of the other "special" IOs that were available (i.e. Chance to Stun, Chance to Immob, Chance for X damage) of which none had an actual enhancement value to damage or anything else, they were all -just- procs.

The Overwhelming Force IO was CoH's answer to everyone who asked for a way to "turn KB off" or "change KB to KD". After which, players had the option to choose for themselves. I see no reason why it couldn't work here, and personally I see it as a better solution than making an "off switch" for KB in game options.

Conversely, If we're going to make a console option to turn off KB, as someone previously stated, KB is a form of mitigation... so if it's turned off, there needs to be some kind of compensation, most likely in the form of higher damage from all KB powers. Much like if one asked for a way to turn off the Fire DoT... the DoT damage would need to be added to the power as spike damage, otherwise you're just willingly nerfing yourself, and in a far greater fashion than adding a Damage/X enhancement to some of your powers would be.

Regards,
D. A. Cross
CEO of Phoenix Rising

CoX: @Mystic Cross ; @Pareidolia // CO: @Deadman-X ; @Citymystic // CoT: @Cross ; @D.A.Cross

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Funny thing remains...there

Funny thing remains...there are those saying "Keep it like CoH" but when it comes to KB are all "Change it!" :p

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Xander Cross wrote:
Xander Cross wrote:

The Overwhelming Force IO was CoH's answer to everyone who asked for a way to "turn KB off" or "change KB to KD". After which, players had the option to choose for themselves. I see no reason why it couldn't work here, and personally I see it as a better solution than making an "off switch" for KB in game options.

People keep using the Overwhelming Force IO as reason why we should not put a KB-KD switch in the game.

I ask you, did you actually HAVE one of these IOs? Because the only time I ever SAW one, it cost a billion inf. The thing was Not so ubiquitous that everyone who wanted one, could get it!!!

I don't want to be rude, but you make me want to shout in your face. Just shut up and give me the danged switch. It's not going to affect YOU at all.

Why do you care? If this ability exists in the game, what do you lose? Why is it a threat to your existence? You and others in the same camp keep saying, "It's bad. You're bad for wanting it. I don't want it, it's BAD!" And no one has been able to give a valid reason for this inherent badness.

Be Well!
Fireheart

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Fireheart wrote:
Fireheart wrote:

Xander Cross wrote:
The Overwhelming Force IO was CoH's answer to everyone who asked for a way to "turn KB off" or "change KB to KD". After which, players had the option to choose for themselves. I see no reason why it couldn't work here, and personally I see it as a better solution than making an "off switch" for KB in game options.

People keep using the Overwhelming Force IO as reason why we should not put a KB-KD switch in the game.
I ask you, did you actually HAVE one of these IOs? Because the only time I ever SAW one, it cost a billion inf. The thing was Not so ubiquitous that everyone who wanted one, could get it!!!
I don't want to be rude, but you make me want to shout in your face. Just shut up and give me the danged switch. It's not going to affect YOU at all.
Why do you care? If this ability exists in the game, what do you lose? Why is it a threat to your existence? You and others in the same camp keep saying, "It's bad. You're bad for wanting it. I don't want it, it's BAD!" And no one has been able to give a valid reason for this inherent badness.
Be Well!
Fireheart

It's lack of existence doesn't hurt you in the slightest. So what do you lose by not having it?

Something you're forgetting is, while KB may have been hated by some, a few to the point of saying, can't be on the team. To many, it became accepted, because there was no real option to not stop the KB.

Putting in that option means, some would have to go against their own player wants.

Not to mention, it just doesn't make sense for some KB powers to do KD. :p Hurricane...KB! Just KD makes no sense.

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Brand X wrote:
Brand X wrote:

It's lack of existence doesn't hurt you in the slightest. So what do you lose by not having it?
Something you're forgetting is, while KB may have been hated by some, a few to the point of saying, can't be on the team. To many, it became accepted, because there was no real option to not stop the KB.
Putting in that option means, some would have to go against their own player wants.
Not to mention, it just doesn't make sense for some KB powers to do KD. :p Hurricane...KB! Just KD makes no sense.

Of course I'm 'hurt' by not being able to switch my KB to KD. People call me bad names because I KB things. I can't use my powers because they KB things. But, if I have the switch, then I can choose when to KB things.

And, obviously, certain powers would not respond to the switch. Hurricane rarely picked up an enemy and Hurled them back. Most of the time, it was a 'push'. Still, Hurricane could absolutely and believably knock an enemy off their feet and push them away. Why do you insist it could not?

How about if I mention some better examples? Tornado. It's a Pet. Moreover, it's an Uncontrolled pet. My own knock-setting would probably not apply to Tornado. But, if it did... What's the worst that might happen, then?

But, you're saying that KB was 'accepted', like stink in a swamp. There's nothing anyone could do about it, so it was accepted.

Putting in the Option makes it optional. The power would always do what the character wanted, unless it was a power that ignored the switch, in which case... it would be accepted. Like stink.

Again, I ask you: If my request were granted and I could choose the magnitude of my KB, what would it hurt? What is so desirable about KB that it should preclude me from having the choice?

Be Well!
Fireheart

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Fireheart wrote:
Fireheart wrote:

Xander Cross wrote:
The Overwhelming Force IO was CoH's answer to everyone who asked for a way to "turn KB off" or "change KB to KD". After which, players had the option to choose for themselves. I see no reason why it couldn't work here, and personally I see it as a better solution than making an "off switch" for KB in game options.

People keep using the Overwhelming Force IO as reason why we should not put a KB-KD switch in the game.
I ask you, did you actually HAVE one of these IOs? Because the only time I ever SAW one, it cost a billion inf. The thing was Not so ubiquitous that everyone who wanted one, could get it!!!
I don't want to be rude, but you make me want to shout in your face. Just shut up and give me the danged switch. It's not going to affect YOU at all.
Why do you care? If this ability exists in the game, what do you lose? Why is it a threat to your existence? You and others in the same camp keep saying, "It's bad. You're bad for wanting it. I don't want it, it's BAD!" And no one has been able to give a valid reason for this inherent badness.
Be Well!
Fireheart

To answer your question, Yes... I actually had about 4 of them. And they were fairly easy to get during the Summer blockbuster event, I didn't pay a cent for them.

Honestly, Im not sure why you're upset. I was simply making an alternative suggestion to the issue at hand. What I post here is my own solitary opinion... I'm not in a 'camp' or 'group', and my opinion on the subject isn't influenced by others one way or the other. I didn't even read through the entire thread, So I'm sorry but I had no Idea that IO solution was already suggested.

I care, because I'm stubborn enough that If I'm playing a character who uses KB, they are -going- to use KB. period. I feel that having a game option to 'scale KB down' or 'turn KB off' would cause extra unnecessary conflict when teaming. First of all, If there is an option to remove KB via a game setting, I see it as submitting to the idiots who "don't want KB on their team". My gameplay should not have to submit to another players preference, and neither should yours.

Let's say you get your option. well, now you can team without worry, right? How about when you're blasting stuff and somehow mob X gets aggro'd to you... your awesome teammates are all handling other mobs, and you keep blasting it with your lower-than-average-damage powers that no longer have -any- mitigation... you fail and die because you couldn't mitigate the damage the way you should have been able to. next mission, same thing happens... next, same. Team leader kicks you because "you keep dying, the rest of the team is carrying you".

If someone doesn't want to team with you because you have KB, it's the same as if they don't want to team with you because you don't have "healz" or some other BS. If there's a game option that can make you submit to another's play preference, it will become enforceable and abused by others, and will just lead to other options to alienate and discourage people from playing things the way they are meant to be played by design. Then you will suck to them anyway for any number of other reasons.

Regards,
D. A. Cross
CEO of Phoenix Rising

CoX: @Mystic Cross ; @Pareidolia // CO: @Deadman-X ; @Citymystic // CoT: @Cross ; @D.A.Cross

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Fireheart wrote:
Fireheart wrote:

Brand X wrote:
It's lack of existence doesn't hurt you in the slightest. So what do you lose by not having it?
Something you're forgetting is, while KB may have been hated by some, a few to the point of saying, can't be on the team. To many, it became accepted, because there was no real option to not stop the KB.
Putting in that option means, some would have to go against their own player wants.
Not to mention, it just doesn't make sense for some KB powers to do KD. :p Hurricane...KB! Just KD makes no sense.

Of course I'm 'hurt' by not being able to switch my KB to KD. People call me bad names because I KB things. I can't use my powers because they KB things. But, if I have the switch, then I can choose when to KB things.
And, obviously, certain powers would not respond to the switch. Hurricane rarely picked up an enemy and Hurled them back. Most of the time, it was a 'push'. Still, Hurricane could absolutely and believably knock an enemy off their feet and push them away. Why do you insist it could not?
How about if I mention some better examples? Tornado. It's a Pet. Moreover, it's an Uncontrolled pet. My own knock-setting would probably not apply to Tornado. But, if it did... What's the worst that might happen, then?
But, you're saying that KB was 'accepted', like stink in a swamp. There's nothing anyone could do about it, so it was accepted.
Putting in the Option makes it optional. The power would always do what the character wanted, unless it was a power that ignored the switch, in which case... it would be accepted. Like stink.
Again, I ask you: If my request were granted and I could choose the magnitude of my KB, what would it hurt? What is so desirable about KB that it should preclude me from having the choice?
Be Well!
Fireheart

Reread. I said Hurricane wouldn't do KD. I never said it wouldn't do KB. Which is what it did.

And if you can't handle being called bad names on the internet, it's time to get off the internet.

As to your question...what does it hurt? I go to all the effort in picking powers that are all about KB! This is the theme of the character! I even name the character THE KNOCKBACKER!

I get on my team, and all of a sudden I'm told, use the toggle or get kicked. Never mind that the powers are built and themed to do KB!

And seeing you all against the idea of limiting healer types in game because someone might want to play a healer concept, you seem more than willing to limit the concepts of knock back.

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Brand X wrote:
Brand X wrote:

Reread. I said Hurricane wouldn't do KD. I never said it wouldn't do KB. Which is what it did.
And if you can't handle being called bad names on the internet, it's time to get off the internet.
As to your question...what does it hurt? I go to all the effort in picking powers that are all about KB! This is the theme of the character! I even name the character THE KNOCKBACKER!
I get on my team, and all of a sudden I'm told, use the toggle or get kicked. Never mind that the powers are built and themed to do KB!
And seeing you all against the idea of limiting healer types in game because someone might want to play a healer concept, you seem more than willing to limit the concepts of knock back.

I did read it. Then I went to ParagonWiki and checked my recollection. Then I went to City of Data to double-check.
So. Hurricane does Repel. It also has a 5% chance, a 1-in-20, to do KB. The seriousness of that KB is variable, depending on AT, but it's significant.

However, why would it need to KB? It could as easily Knock-down. It doesn't follow that Hurricane-force winds would Not knock the enemy down and roll them into the gutter.

I can handle being called names, but that's because sometimes I deserve to be called names. My point is that by denying me the toggle, you deny my choice to play the way I want.

As for your Knockbacker, there is nothing saying that you are Required to play with the idiots who refuse to accept your choice. You do have the Choice of using the switch, or telling them to take a flying (knock-back) off the nearest building. So that you can play the way You want to.

So, you didn't answer the question, you just obfuscated it. If my request were granted and I could choose the magnitude of my KB, what would it hurt? What is so desirable about KB that it should preclude me from having the choice?

About the Healing, that was not about choice, that was about changing the game in a significant way, to cater to a particular perception of how the world works and denying any other vision. I'm not limiting KB, I'm expanding it.

Be Well!
Fireheart

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Fireheart wrote:
Fireheart wrote:

Of course I'm 'hurt' by not being able to switch my KB to KD. People call me bad names because I KB things. I can't use my powers because they KB things. But, if I have the switch, then I can choose when to KB things.

So, if the team blaster complained and called you bad names because your tank was surviving all the mobs and the blaster kept dying, would you turn off your armor toggles to make him happy? Whether you realize it or not, that is exactly what you would be doing by turning off KB... you're disabling your inherent protection. At least with the IO suggestion, you wouldn't be -losing- mitigation, you'd just be changing it to a different form of the same type of mitigation. The problem here isn't KB, it's people. You can't change people with mechanics, or lack thereof.

Also, To touch further on the previous point you made about the cost of the Overwhelming Force IO in CoH... this is -not- CoH, it is a game in development. There is no reason that an option like this couldn't be made available for a static price at an in-game vendor.

Fireheart wrote:

Again, I ask you: If my request were granted and I could choose the magnitude of my KB, what would it hurt? What is so desirable about KB that it should preclude me from having the choice?
Be Well!
Fireheart

It would hurt -you- and -me-, because those players that won't team with you because you have KB, will still not team with you because you bring nothing to the team aside from lower damage powers with no mitigation. Fire blast powers had an extra DoT that made their damage above average. What do your powers have other than KB? Why would they want to pick you over that fire blaster? your secondary? why not just take the other guy that has the same secondary -and- fire blast? I don't want anything available to welcome these kinds of players into the game.

You're focusing on a specific problem with blinders on. Not seeing the bigger picture. I don't think a change like this will -help- anyone, rather the opposite.

Regards,
D. A. Cross
CEO of Phoenix Rising

CoX: @Mystic Cross ; @Pareidolia // CO: @Deadman-X ; @Citymystic // CoT: @Cross ; @D.A.Cross

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Fireheart wrote:
Fireheart wrote:

Brand X wrote:
Reread. I said Hurricane wouldn't do KD. I never said it wouldn't do KB. Which is what it did.
And if you can't handle being called bad names on the internet, it's time to get off the internet.
As to your question...what does it hurt? I go to all the effort in picking powers that are all about KB! This is the theme of the character! I even name the character THE KNOCKBACKER!
I get on my team, and all of a sudden I'm told, use the toggle or get kicked. Never mind that the powers are built and themed to do KB!
And seeing you all against the idea of limiting healer types in game because someone might want to play a healer concept, you seem more than willing to limit the concepts of knock back.

I did read it. Then I went to ParagonWiki and checked my recollection. Then I went to City of Data to double-check.
So. Hurricane does Repel. It also has a 5% chance, a 1-in-20, to do KB. The seriousness of that KB is variable, depending on AT, but it's significant.
However, why would it need to KB? It could as easily Knock-down. It doesn't follow that Hurricane-force winds would Not knock the enemy down and roll them into the gutter.
I can handle being called names, but that's because sometimes I deserve to be called names. My point is that by denying me the toggle, you deny my choice to play the way I want.
As for your Knockbacker, there is nothing saying that you are Required to play with the idiots who refuse to accept your choice. You do have the Choice of using the switch, or telling them to take a flying (knock-back) off the nearest building. So that you can play the way You want to.
So, you didn't answer the question, you just obfuscated it. If my request were granted and I could choose the magnitude of my KB, what would it hurt? What is so desirable about KB that it should preclude me from having the choice?
About the Healing, that was not about choice, that was about changing the game in a significant way, to cater to a particular perception of how the world works and denying any other vision. I'm not limiting KB, I'm expanding it.
Be Well!
Fireheart

Your choice would be there as well. Pick powers that do knockdown instead of KB. You seriously think those who have KB concepts wouldn't feel forced to use the toggle by every team once it became an option, if the team decided..."You're KB disrupts are perfectly happy herd and burn mentality"?

Not that CoT will have that herd and burn option (hopefully not)...but we have no idea.

For all we know, KB will be highly sought after in CoT.

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Xander Cross wrote:
Xander Cross wrote:

To answer your question, Yes... I actually had about 4 of them. And they were fairly easy to get during the Summer blockbuster event, I didn't pay a cent for them.
Honestly, Im not sure why you're upset. I was simply making an alternative suggestion to the issue at hand. What I post here is my own solitary opinion... I'm not in a 'camp' or 'group', and my opinion on the subject isn't influenced by others one way or the other. I didn't even read through the entire thread, So I'm sorry but I had no Idea that IO solution was already suggested.
I care, because I'm stubborn enough that If I'm playing a character who uses KB, they are -going- to use KB. period. I feel that having a game option to 'scale KB down' or 'turn KB off' would cause extra unnecessary conflict when teaming. First of all, If there is an option to remove KB via a game setting, I see it as submitting to the idiots who "don't want KB on their team". My gameplay should not have to submit to another players preference, and neither should yours.

I agree! I'm stubborn enough that I refuse to let you decide how I'm going to use KB. The people who have a problem with my choice about KB can go play with someone else. I'm asking for the freedom to choose. I don't want KB taken out of the game, I want to be in control of it.

Quote:

Let's say you get your option. well, now you can team without worry, right? How about when you're blasting stuff and somehow mob X gets aggro'd to you... your awesome teammates are all handling other mobs, and you keep blasting it with your lower-than-average-damage powers that no longer have -any- mitigation... you fail and die because you couldn't mitigate the damage the way you should have been able to. next mission, same thing happens... next, same. Team leader kicks you because "you keep dying, the rest of the team is carrying you".

I don't understand, what does KB have to do with the power of my attacks? What part of 'turn KB on and off at will' would cause me to be without mitigation when I want it? This argument only applies if I DON'T have the switch, but am forced to use your IO solution. I only fall and die if you win... Why are you trying to kill me?

Quote:

If someone doesn't want to team with you because you have KB, it's the same as if they don't want to team with you because you don't have "healz" or some other BS. If there's a game option that can make you submit to another's play preference, it will become enforceable and abused by others, and will just lead to other options to alienate and discourage people from playing things the way they are meant to be played by design. Then you will suck to them anyway for any number of other reasons.

You imply that I will be 'forced' to play by someone else's rules and I just don't see how that is possible. I have the Choice to do as I will. Just like you do.

What part of KB is so valuable that you would 'force' me to use it? I mean, that's what you're doing here. Pre-emptively forcing me to play your way.

Be Well!
Fireheart

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Fireheart wrote:
Fireheart wrote:

Xander Cross wrote:
To answer your question, Yes... I actually had about 4 of them. And they were fairly easy to get during the Summer blockbuster event, I didn't pay a cent for them.
Honestly, Im not sure why you're upset. I was simply making an alternative suggestion to the issue at hand. What I post here is my own solitary opinion... I'm not in a 'camp' or 'group', and my opinion on the subject isn't influenced by others one way or the other. I didn't even read through the entire thread, So I'm sorry but I had no Idea that IO solution was already suggested.
I care, because I'm stubborn enough that If I'm playing a character who uses KB, they are -going- to use KB. period. I feel that having a game option to 'scale KB down' or 'turn KB off' would cause extra unnecessary conflict when teaming. First of all, If there is an option to remove KB via a game setting, I see it as submitting to the idiots who "don't want KB on their team". My gameplay should not have to submit to another players preference, and neither should yours.
/
I agree! I'm stubborn enough that I refuse to let you decide how I'm going to use KB. The people who have a problem with my choice about KB can go play with someone else. I'm asking for the freedom to choose. I don't want KB taken out of the game, I want to be in control of it.
Quote:
Let's say you get your option. well, now you can team without worry, right? How about when you're blasting stuff and somehow mob X gets aggro'd to you... your awesome teammates are all handling other mobs, and you keep blasting it with your lower-than-average-damage powers that no longer have -any- mitigation... you fail and die because you couldn't mitigate the damage the way you should have been able to. next mission, same thing happens... next, same. Team leader kicks you because "you keep dying, the rest of the team is carrying you".

I don't understand, what does KB have to do with the power of my attacks? What part of 'turn KB on and off at will' would cause me to be without mitigation when I want it? This argument only applies if I DON'T have the switch, but am forced to use your IO solution. I only fall and die if you win... Why are you trying to kill me?
Quote:
If someone doesn't want to team with you because you have KB, it's the same as if they don't want to team with you because you don't have "healz" or some other BS. If there's a game option that can make you submit to another's play preference, it will become enforceable and abused by others, and will just lead to other options to alienate and discourage people from playing things the way they are meant to be played by design. Then you will suck to them anyway for any number of other reasons.

You imply that I will be 'forced' to play by someone else's rules and I just don't see how that is possible. I have the Choice to do as I will. Just like you do.
What part of KB is so valuable that you would 'force' me to use it? I mean, that's what you're doing here. Pre-emptively forcing me to play your way.
Be Well!
Fireheart

Yay for you! Now look at the mass of players who will feel like they won't have a choice if they want to team.

You may not like PuGs. PuGs never seem popular on forums. But get in game (in CoH at least) they were a big part of the game.

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Brand X wrote:
Brand X wrote:

Your choice would be there as well. Pick powers that do knockdown instead of KB. You seriously think those who have KB concepts wouldn't feel forced to use the toggle by every team once it became an option, if the team decided..."You're KB disrupts are perfectly happy herd and burn mentality"?

Why limit my choice of powers, presuming that an AT/Powerset based game would even give me multiple choices in what powers are available? This isn't CO, where I could Freeform any power I wanted.

Also, this plan means that I can't change my mind on the fly. Instead, I'm locked into your 'Knockbacker' model, or locked out of it. That would mean that the Devs would be forced to make two versions of every powerset, one with and one without full KB.

I don't know about you, but I've never been on a team in CoH, where I couldn't as easily find a new team, or solo. Frankly, every team I was on (that I wanted to Stay on) would not have booted me just for my powers. Any team that Would boot me, just because of my powers, is Not a team I would want to play with.

That's why I don't agree with any 'the team will force you' arguments. The team will not force me to anything. I get to choose.

Brand X wrote:

Yay for you! Now look at the mass of players who will feel like they won't have a choice if they want to team.
You may not like PuGs. PuGs never seem popular on forums. But get in game (in CoH at least) they were a big part of the game.

Um, what mass of players, where? Are you one of those players? Will the 'mass of players' please step forward to be recognized? No point in summoning phantom players, they're not involved in the discussion.

I've joined many PUGs and found them delightful... Well, except for this one time when the team leader, spammed Guild invites to all of us and booted anyone that refused to join his guild. However, that had nothing to do with my powers.

What part of KB is so valuable that you would 'force' me to use it? I mean, that's what you're doing here. Pre-emptively forcing me to play your way.

Be Well!
Fireheart

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Fireheart wrote:
Fireheart wrote:

Brand X wrote:
Your choice would be there as well. Pick powers that do knockdown instead of KB. You seriously think those who have KB concepts wouldn't feel forced to use the toggle by every team once it became an option, if the team decided..."You're KB disrupts are perfectly happy herd and burn mentality"?

Why limit my choice of powers, presuming that an AT/Powerset based game would even give me multiple choices in what powers are available? This isn't CO, where I could Freeform any power I wanted.
Also, this plan means that I can't change my mind on the fly. Instead, I'm locked into your 'Knockbacker' model, or locked out of it. That would mean that the Devs would be forced to make two versions of every powerset, one with and one without full KB.
I don't know about you, but I've never been on a team in CoH, where I couldn't as easily find a new team, or solo. Frankly, every team I was on (that I wanted to Stay on) would not have booted me just for my powers. Any team that Would boot me, just because of my powers, is Not a team I would want to play with.
That's why I don't agree with any 'the team will force you' arguments. The team will not force me to anything. I get to choose.
Brand X wrote:
Yay for you! Now look at the mass of players who will feel like they won't have a choice if they want to team.

You may not like PuGs. PuGs never seem popular on forums. But get in game (in CoH at least) they were a big part of the game.

Um, what mass of players, where? Are you one of those players? Will the 'mass of players' please step forward to be recognized? No point in summoning phantom players, they're not involved in the discussion.
I've joined many PUGs and found them delightful... Well, except for this one time when the team leader, spammed Guild invites to all of us and booted anyone that refused to join his guild. However, that had nothing to do with my powers.
What part of KB is so valuable that you would 'force' me to use it? I mean, that's what you're doing here. Pre-emptively forcing me to play your way.
Be Well!
Fireheart

Not at all. You have the choice not to take the powers if you can't handle not having the toggle.

Also, you're one of the players saying "Keep it closer to CoH" and toggle KB is just as different from CoH as getting rid of Empathy. More so, because my suggestions didn't get rid of Empathy, your suggestion makes it so people who want to do KB feel the need to bow down to other teammates who might hate KB.

And again, this is all just speculative at best. For all we know, KB will be nothing like it was in CoH. Sooo, you all getting upset and die hard about a toggle switch based on a game that CoT isn't, is really not a good thing.

How about we wait till CoT actually has something going before going "We need a toggle switch"

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The sheer level of hyperbole

The sheer level of hyperbole has risen to the point of sinking the original topic people. Opinions have been expressed, evidence (I use the term loosely but factual data WAS quoted) has been presented and I'm pretty sure the Devs couldn't miss this topic if they'd studied at the Stormtrooper Gunnery School. Why not put a pin in it for now and see what they come up with before we go inciting a revolution over something that hasn't happened, may not happen and may be enjoyed when it DOES happen?

I remember when Star Wars was cool...a long, long time ago...

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An idea that appeals to me is

An idea that appeals to me is to give certain power sets one or two powers that have guaranteed knockback, as opposed to a small chance to do so with each (or most) attacks. That way the mitigation is guaranteed but not necessarily always available, and the powers could potentially be slotted to make them knockup/down for those people who would rather not act as travel agents.

Comicsluvr wrote:

...the Devs couldn't miss this topic if they'd studied at the Stormtrooper Gunnery School.

Sheesh, people really need to cut the storm troopers some slack. They were shooting at the main characters, after all! That's kinda like laughing at a martial artist for not being able to take down Batman. :P

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Darth Fez wrote:
Darth Fez wrote:

An idea that appeals to me is to give certain power sets one or two powers that have guaranteed knockback, as opposed to a small chance to do so with each (or most) attacks. That way the mitigation is guaranteed but not necessarily always available, and the powers could potentially be slotted to make them knockup/down for those people who would rather not act as travel agents.
Comicsluvr wrote:
...the Devs couldn't miss this topic if they'd studied at the Stormtrooper Gunnery School.
Sheesh, people really need to cut the storm troopers some slack. They were shooting at the main characters, after all! That's kinda like laughing at a martial artist for not being able to take down Batman. :P

Will agree there. I think part of the problem with KB was it was not always 100% Which was worse for the AOEs.

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Fireheart wrote:
Fireheart wrote:

Xander Cross wrote:
To answer your question, Yes... I actually had about 4 of them. And they were fairly easy to get during the Summer blockbuster event, I didn't pay a cent for them.
Honestly, Im not sure why you're upset. I was simply making an alternative suggestion to the issue at hand. What I post here is my own solitary opinion... I'm not in a 'camp' or 'group', and my opinion on the subject isn't influenced by others one way or the other. I didn't even read through the entire thread, So I'm sorry but I had no Idea that IO solution was already suggested.
I care, because I'm stubborn enough that If I'm playing a character who uses KB, they are -going- to use KB. period. I feel that having a game option to 'scale KB down' or 'turn KB off' would cause extra unnecessary conflict when teaming. First of all, If there is an option to remove KB via a game setting, I see it as submitting to the idiots who "don't want KB on their team". My gameplay should not have to submit to another players preference, and neither should yours.

I agree! I'm stubborn enough that I refuse to let you decide how I'm going to use KB. The people who have a problem with my choice about KB can go play with someone else. I'm asking for the freedom to choose. I don't want KB taken out of the game, I want to be in control of it.
Quote:
Let's say you get your option. well, now you can team without worry, right? How about when you're blasting stuff and somehow mob X gets aggro'd to you... your awesome teammates are all handling other mobs, and you keep blasting it with your lower-than-average-damage powers that no longer have -any- mitigation... you fail and die because you couldn't mitigate the damage the way you should have been able to. next mission, same thing happens... next, same. Team leader kicks you because "you keep dying, the rest of the team is carrying you".

I don't understand, what does KB have to do with the power of my attacks? What part of 'turn KB on and off at will' would cause me to be without mitigation when I want it? This argument only applies if I DON'T have the switch, but am forced to use your IO solution. I only fall and die if you win... Why are you trying to kill me?
Quote:
If someone doesn't want to team with you because you have KB, it's the same as if they don't want to team with you because you don't have "healz" or some other BS. If there's a game option that can make you submit to another's play preference, it will become enforceable and abused by others, and will just lead to other options to alienate and discourage people from playing things the way they are meant to be played by design. Then you will suck to them anyway for any number of other reasons.

You imply that I will be 'forced' to play by someone else's rules and I just don't see how that is possible. I have the Choice to do as I will. Just like you do.
What part of KB is so valuable that you would 'force' me to use it? I mean, that's what you're doing here. Pre-emptively forcing me to play your way.
Be Well!
Fireheart

I think you're possibly misreading some of what I'm saying, or taking it in different context, I'm not sure which.

I'm all for more options. But how an option is implemented can affect a number of other areas, including social behavior an how people view those options. Overall, I'm trying to look at this from the "how would this affect every player in the game" point of view. You appear to be taking it on the more personal level of "how will this affect me".

An option like this could give way to a number of different scenarios... it may work perfectly well, or it may create problems in other social or even mechanical aspects of the game. I believe all those things need to be considered, as much as possible before making changes, even seemingly small changes.

Fact is, all of this right now, it's just theory. We don't even know how KB will work in the game, or even if there will be a powerset designed with KB as it's sole mitigation. This thread is assuming that KB will work like it did in CoH, with powersets like Storm Summoning and Energy Blast that had large amounts of KB... for all we know, this topic may be a moot point.

Regards,
D. A. Cross
CEO of Phoenix Rising

CoX: @Mystic Cross ; @Pareidolia // CO: @Deadman-X ; @Citymystic // CoT: @Cross ; @D.A.Cross

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I'd be concerned for anything

I'd be concerned for anything that can get broken and a toggle strikes me as a point of failure.

However funny it would be to me, in the years to come, to look back at this thread and compare it with your current thread of "waaah my toggle is stuck in the ON position, I KB everything and my character is unplayable now".. no wait, what am I saying? It would be incredibly funny. Let's go with the toggle.

Then let's make it an option for the team leader to decide on as this is mostly a team concern, right?

If people won't pay enough to finance its creation, it is not worth creating.
/Segev

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Some good thoughts here; lets

Some good thoughts here; lets keep the signal to noise ratio useful.

My point is this:
- If you are the type of team leader who is going to boot someone for using KB the way they see fit when you disagree, that person having the ability to turn off KB is not a factor.
- If you are the type of team member that will join a team and use KB when the team leader asks you not to, having the ability to turn off KB is not a factor.
This is where things are out of the dev's hands.

On the other hand:
- Having powers not have a random chance to do KB is an idea
- Some kind of stance or toggle that turns off KB is an idea
- Having Boosts that muzzle or convert KB is an idea
- Making sure that sets that have KB also have non-KB powers at proper levels is an idea

Ideas good.

If you are going to use "illustrative hyperbole", please tag it as such :)

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kitsune9tails wrote:
kitsune9tails wrote:

Some good thoughts here; lets keep the signal to noise ratio useful.
My point is this:
- If you are the type of team leader who is going to boot someone for using KB the way they see fit when you disagree, that person having the ability to turn off KB is not a factor.
- If you are the type of team member that will join a team and use KB when the team leader asks you not to, having the ability to turn off KB is not a factor.
This is where things are out of the dev's hands.
On the other hand:
- Having powers not have a random chance to do KB is an idea
- Some kind of stance or toggle that turns off KB is an idea
- Having Boosts that muzzle or convert KB is an idea
- Making sure that sets that have KB also have non-KB powers at proper levels is an idea
Ideas good.
If you are going to use "illustrative hyperbole", please tag it as such :)

I used to LOVE Energy Manip for Blasters. Out of the gate I get Power Thrust (otherwise known as GO AWAY!). Later on I have options for several Melee attacks, an added layer of Stun and Boost Range which can easily be made perma.

I remember when Star Wars was cool...a long, long time ago...

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kitsune9tails wrote:
kitsune9tails wrote:

My point is this:
- If you are the type of team leader who is going to boot someone for using KB the way they see fit when you disagree, that person having the ability to turn off KB is not a factor.
- If you are the type of team member that will join a team and use KB when the team leader asks you not to, having the ability to turn off KB is not a factor.
This is where things are out of the dev's hands.
On the other hand:
- Having powers not have a random chance to do KB is an idea
- Some kind of stance or toggle that turns off KB is an idea
- Having Boosts that muzzle or convert KB is an idea
- Making sure that sets that have KB also have non-KB powers at proper levels is an idea
Ideas good.

Thank you for distilling that down in the crucible, 9 tails.

I'd add that at this point, all of the objections against the Knockback Control Switch basically boil down to ...

"WAAAAA! Somebody somewhere on a team someday [b]--> MIGHT <--[/b] tell me how to play my character, maybe!"

... to which the only reasonable reply is to call for the WAAAAAmbulance on speed dial. Seriously. I'm amazed at just how determined some forum posters are on this subject to be abjectly TERRIFIED of the possibility that a Team MIGHT perhaps at some point request/demand that they alter their playstyle to be less disruptive of the Team's social dynamics and tactical cohesion ... as if that has somehow [i]Never Happened Before In The History Of Gaming[/i] ... and that if it was in their power to do so [i]they might actually WANT TO comply with the request/demand[/i] ... maybe ... or even feel some sort of obligation to do so.

To misquote an assassinated American President ...

"Ask not what your Team should do for you, but rather ask what you can do for your Team!"

If you're going to Team up and act like a [url=http://en.wikipedia.org/wiki/Prima_donna#Modern_usage_outside_opera]Prima Donna[/url] about how you play your character, don't be at all surprised when your attitudes don't go over well ... in ANY direction, whether being a Team Lead or a Team Player. The whole "you're not the boss of me!" attitude has its place, but that place isn't "everywhere and all the time" ... particularly in social settings in which a group of people get together to achieve a common goal.

kitsune9tails wrote:

My point is this:
- If you are the type of team leader who is going to boot someone for using KB the way they see fit when you disagree, that person having the ability to turn off KB is not a factor.
- If you are the type of team member that will join a team and use KB when the team leader asks you not to, having the ability to turn off KB is not a factor.
This is where things are out of the dev's hands.

In other words, the Knockback Control OPTION isn't the problem ... but rather the inflexibility of people (and their attitudes) that is the issue, and it is often times a fool's errand to try and "force" people into being flexible (and as proof I offer the example of The Usual Suspects inflexibly fighting tooth and nail against a Knockback Control Option that can be controlled by a +Keybind/++Keybind system that they promise and vow they would never use under ANY circumstances ever!).

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kitsune9tails wrote:
kitsune9tails wrote:

- Having powers not have a random chance to do KB is an idea
- Some kind of stance or toggle that turns off KB is an idea
- Having Boosts that muzzle or convert KB is an idea
- Making sure that sets that have KB also have non-KB powers at proper levels is an idea

I like that you break down the options like this. I just wanted to tell you poster to poster that it's very much appreciated.

kitsune9tails wrote:

Ideas good.

Agreed. Keep the ideas coming. Keep expanding on them. I fully trust the devs to find what works best in their combat system.. but the more options and choices they see available the better.

I still put my weight behind "Knock Chance" model where if you don't want knock you simply shouldn't slot for it. Its the one I like best of the ones being discussed. ESPECIALLY if Knocks will have the potential to provide Damage points. But I know there are even MORE solutions out there for creative thinkers so I welcome the next idea to change my stance.

- -

Question: Should environmental damage (like Knock/Fall Damage) points be attributed to the caster ?

I've come to accept that damage done by confused foes does not count toward the damage of the caster.. My solution to this problem was to create a "Mez Points" system where controllers can still get quantifiable character credit toward enemy defeat. How then can one quantify Knocks to give enemy defeat credit? I know in Champions Online it knock damage was a % of enemy health.. and thus is hard to quantify and thus was not counted toward enemy defeat. IF devs want knock damage to continue to be percentage based instead of points based then I think it can't be allowed to be counted toward enemy defeat. Personally (while I see the thematic reason for percent based damage) I want the knock damage to be Damage Point based. It would work much like a Critical Hit that had higher magnitude and lower frequency.. a big spike of damage.

Crowd Control Enthusiast

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Redlynne wrote:
Redlynne wrote:

*lots of text* I'd add that at this point, all of the objections against the Knockback Control Switch basically boil down to ...

"WAAAAA! Somebody somewhere on a team someday --> MIGHT <-- tell me how to play my character, maybe!"

... to which the only reasonable reply is to call for the WAAAAAmbulance on speed dial.
*more text*

Okay. If you're going to go that route, then let's not worry about those classes without a defense powerset get hurt, because they may or may not get mezzed or be a glass cannon, or just glass.

If they don't like it, they can always roll a new character that is tougher. Nothing says all powersets have to be equal.

The problem isn't a Knock Control Option, the problem is there will be players who force it on people. There will be players who don't want to use it but feel forced to use it.

You know, like how everyone moaned about cutscenes always happening in the Incarnate Trials. I liked them! I liked watching them. The mass complaining on the forums made it so I was not getting the cutscenes, and I didn't have a control option to "always have cutscenes play out"

If you don't think mass whining from a player base won't effect things, you're wrong. Just like there were a lot of people who thought running the ITF a certain way was the only way. Never mind that there were other ways to run it, they had to have it "some tried and true" way or they quit the team, disbanded the team, or just complained the whole time.

If you don't think putting this control option in will have the masses not trying to force it on some new player who wants to KB and that we WANT to stay in the game supporting it, I say put it in. If you think that's just silly and of course the masses will try to enforce their way on other team members, giving new players a bad experience with the game, leaving it and thusly not supporting it, then leave it out.

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Brand X
Brand X wrote:

Okay. If you're going to go that route, then let's not worry about those classes without a defense powerset get hurt, because they may or may not get mezzed or be a glass cannon, or just glass.
If they don't like it, they can always roll a new character that is tougher. Nothing says all powersets have to be equal.

What does this have to do with anything?

Quote:

The problem isn't a Knock Control Option, the problem is there will be players who force it on people. There will be players who don't want to use it but feel forced to use it.
-snip-
If you don't think putting this control option in will have the masses not trying to force it on some new player who wants to KB and that we WANT to stay in the game supporting it, I say put it in. If you think that's just silly and of course the masses will try to enforce their way on other team members, giving new players a bad experience with the game, leaving it and thusly not supporting it, then leave it out.

I still don't believe in this phantom army of yours.

Be Well!
Fireheart

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@Redlynne: I'm going to start

@Redlynne: The amount of sarcasm and hyperbole in your post is, as yet, unmatched in this thread. kudos

But since I feel in some small part that at least a portion of it is directed at me, I'm going to start this by quoting myself, because in thinking of a specific circumstance I said something that is not accurate 100% of the time, only in a given situation:

Xander Cross wrote:

I care, because I'm stubborn enough that If I'm playing a character who uses KB, they are -going- to use KB. period.

I said this with the following in mind, which I've personally experienced as both a spectator and the perceived antagonist (i.e. the one thought to be using kb poorly):

-players who demand "QUIT WITH THE KB" in the middle of a fight, when discussions afterward with the entire team determined that the kb was being used in a beneficial manner to the team. (usually everyone but the complainer was unanimous in this)

-players who immediately kick others from teams just because they have a powerset with kb. or refuse to invite them alltogether.

On the flip side, any time a teammate -asked- in a non-idiot fashion to reduce/stop using kb, I complied without question or retort... sometimes even when they weren't talking specifically to me, but because I had KB powers. So personally, I have ZERO problem with:

Redlynne wrote:

the possibility that a Team MIGHT perhaps at some point request/demand that they alter their playstyle to be less disruptive of the Team's social dynamics and tactical cohesion

This doesn't excuse the fact that when AE babies were the norm (and to a lesser extent before and after that time) that same poor behavior saw a dramatic increase along with the influx of new, and even returning players.

As you stated and acknowleged, in your sarcasm:

Redlynne wrote:

as if that has somehow Never Happened Before In The History Of Gaming

Yes, it has happened before. In varying degrees. It will likely happen in the future too... which is why it is important to try to avoid empowering those situations toward one side or the other, and if at all possible.. reduce them.

Having a "toggle" option, implemented, per the suggestion would give those players a leg to stand on and would see an increase in this type of behavior, no "mights' or "maybes" about it. that type of player would now have dev approval, through available game options, that using KB is not required, and therefore would feel it was their right to (try to) impose and enforce others to use said option explicitly on teams. It would cause a measurable increase in these types of behaviors in relation to kb, because that's human nature.

Lets not assume that we'll be the majority population in CoT and able to denounce such claims with ease. We do want to bring in new players, we don't want to bring in the wrong kind of players.

This whole topic was already discussed at length in the CoH forums, along with the suggestion of having a kb toggle option, and was determined to be an unacceptable solution.

Does that mean that it can't be a viable option here? probably not...

Just to be 100% clear here.... I am not against implementing a form of control over kb... but I do feel it's imperative that we try to assess all the posibilities, good or bad, that those changes will endorse, and make sure that whatever ends up being done isn't going to have an adverse negative impact on the community at large... old or new.

BTW Red, there ARE reasons aside from social aspects to why a -disable- toggle alone would be a poor implementation. One of which would be along the lines of being balanced in the "kb on" state vs. balanced in the "kb off" state. Powers with secondary effects are intrinsically balanced against their secondary effects, which can result in longer recharge times, reduced damage, or a number of other balancing tricks.

The end result being that if you're able to "turn off" the secondary effect at will without any additional benefit to turning the power off and losing the secondary effect... it then leaves the power "below average" across the scope of the balance scale since it's now behaving differently from other powers that have no inherent secondary effect.

Which leaves the question "what options do you have to keep the powers balanced when they're in the "kb off" state?"

Regards,
D. A. Cross
CEO of Phoenix Rising

CoX: @Mystic Cross ; @Pareidolia // CO: @Deadman-X ; @Citymystic // CoT: @Cross ; @D.A.Cross

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Xander Cross wrote:
Xander Cross wrote:

BTW Red, there ARE reasons aside from social aspects to why a -disable- toggle alone would be a poor implementation. One of which would be along the lines of being balanced in the "kb on" state vs. balanced in the "kb off" state. Powers with secondary effects are intrinsically balanced against their secondary effects, which can result in longer recharge times, reduced damage, or a number of other balancing tricks.
The end result being that if you're able to "turn off" the secondary effect at will without any additional benefit to turning the power off and losing the secondary effect... it then leaves the power "below average" across the scope of the balance scale since it's now behaving differently from other powers that have no inherent secondary effect.
Which leaves the question "what options do you have to keep the powers balanced when they're in the "kb off" state?"

I haven't seen any instances in CoH where damage output was balanced against KB, such that an attack would be less powerful than some other equivalent power, if it did not have KB. Would you provide an example, please?

Be Well!
Fireheart

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Fireheart wrote:
Fireheart wrote:

Xander Cross wrote:
BTW Red, there ARE reasons aside from social aspects to why a -disable- toggle alone would be a poor implementation. One of which would be along the lines of being balanced in the "kb on" state vs. balanced in the "kb off" state. Powers with secondary effects are intrinsically balanced against their secondary effects, which can result in longer recharge times, reduced damage, or a number of other balancing tricks.
The end result being that if you're able to "turn off" the secondary effect at will without any additional benefit to turning the power off and losing the secondary effect... it then leaves the power "below average" across the scope of the balance scale since it's now behaving differently from other powers that have no inherent secondary effect.
Which leaves the question "what options do you have to keep the powers balanced when they're in the "kb off" state?"

I haven't seen any instances in CoH where damage output was balanced against KB, such that an attack would be less powerful than some other equivalent power, if it did not have KB. Would you provide an example, please?
Be Well!
Fireheart

From Mids Hero Designer

Power Bolt

END cost 5.2
Recharge 4 seconds
Range 80 feet
Damage 62.56
Mag 1.16 Knockback (I dunno what chance)

Dark Blast

END cost 5.2
Recharge 4 seconds
Range 80 feet
Damage 62.56
Debuff ToHit -5.25%

Fire Blast

END cost 5.2
Recharge 4 seconds
Range 80 feet
Damage [b]84.72
Also gives more Defiance buff if used by a Blaster
No status effect[/b]

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Excellent! You've just shown

Excellent! You've just shown that Fire Blast's secondary effect was Damage, rather than Status.

Now, if my toggle simply removed .20 Mag from Power Bolt, the target would fall down, instead of fly backwards.

Be Well!
Fireheart

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Brand X wrote:
Brand X wrote:

You know, like how everyone moaned about cutscenes always happening in the Incarnate Trials. I liked them! I liked watching them. The mass complaining on the forums made it so I was not getting the cutscenes, and I didn't have a control option to "always have cutscenes play out"

So if the rest of your 16-person team was sick of them but YOU wanted to watch them then you'd force them to watch them? Nice. Granted, the reverse is true...just because THEY were tired of them they shouldn't PREVENT you from seeing them. However them also being wrong does not make your stance right.

Quote:

If you don't think mass whining from a player base won't effect things, you're wrong. Just like there were a lot of people who thought running the ITF a certain way was the only way. Never mind that there were other ways to run it, they had to have it "some tried and true" way or they quit the team, disbanded the team, or just complained the whole time.

Yep...and you were well within your right to quit the team at any time if you didn't like something that was going on. I once got booted by an ITF leader for using KB. Guess what? I found another team. Your assertion that this sort of behavior will be prevalent just because it exists AT ALL is not valid.

Quote:

If you don't think putting this control option in will have the masses not trying to force it on some new player who wants to KB and that we WANT to stay in the game supporting it, I say put it in. If you think that's just silly and of course the masses will try to enforce their way on other team members, giving new players a bad experience with the game, leaving it and thusly not supporting it, then leave it out.

Like most things that have not been built yet, I'm willing to at least TRY it and see what happens.

I remember when Star Wars was cool...a long, long time ago...

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"The end result being that if

"The end result being that if you're able to "turn off" the secondary effect at will without any additional benefit to turning the power off and losing the secondary effect... it then leaves the power "below average" across the scope of the balance scale since it's now behaving differently from other powers that have no inherent secondary effect."

This is a completely and totally subjective viewpoint.

Blast A does 50 damage with 4 End cost, 100 range and a 4 second recharge. It also imparts a Mag 1 Immobilize for 8 seconds.

Blast B does the same damage with the same End cost, range and recharge. It imparts a mag 3 KB. The player chooses to use the (whatever mechanic we decide) reducing the KB to KD.

This only makes the power "below average" across the scope of the balance scale since it's now behaving differently from other powers that have no inherent secondary effect." if the PLAYER thinks it does. The presence or absence of KB has NO bearing on the damage of the power whatsoever.

The only person who can truly judge how 'effective' a power is is the player using it. How many players had 'sub-optimum' builds that they LOVED to play? As far as they were concerned, their powers were very effective...and fun too.

I remember when Star Wars was cool...a long, long time ago...

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kitsune9tails wrote:
kitsune9tails wrote:

Some good thoughts here; lets keep the signal to noise ratio useful.
My point is this:
- If you are the type of team leader who is going to boot someone for using KB the way they see fit when you disagree, that person having the ability to turn off KB is not a factor.
- If you are the type of team member that will join a team and use KB when the team leader asks you not to, having the ability to turn off KB is not a factor.
This is where things are out of the dev's hands.
On the other hand:
- Having powers not have a random chance to do KB is an idea
- Some kind of stance or toggle that turns off KB is an idea
- Having Boosts that muzzle or convert KB is an idea
- Making sure that sets that have KB also have non-KB powers at proper levels is an idea
Ideas good.
If you are going to use "illustrative hyperbole", please tag it as such :)

You are forgetting a few other players.

The ones that don't want any trouble and at that time don't want to use KB and piss the rest of the team off.

And option for that may help instead of the other option standing around twiddling thumbs waiting for the few if any non-KB powers to recharge and risk getting kicked anyways now, because now the team is really carrying them.

I think the ideas are good for toggle, and it may not solve the kicking problem. In fact it probably wont even affect it, people will always find reasons to kick people. But so far, I see many reasons against it, but the reasons are mostly what already happens without the option and the team leader is basically controlling how the player play.

I think an option adds a bit of flexibility, but then again, I think COX had too many powers that did KB. Maybe in CoT not as many powers do knockback and even few since maybe KD and knock-to may be added. And even if one has to restrain from using KB they still can actually be a part of the fight or having to avoid a large number of sets due to one KB element.

Either way, people will kick people and have in the past in COX for anything and everything. Especially for knockback or not pulling ya own weight. But why not another option if possible?

Some powers in COX, especially many of the energy blast sets, I could see them working just as well without the KB mechanism and some I think would have looked better without it.

Hurricane, I rarely see anyone fly through the air from a large hurricane, let alone a small one. Makes it hard to walk and see, and sometimes knock ya on ya butt and roll you down the street but rarely airborne. Tornadoes, yes full on airborne in some cases.

But I guess things will get clearer once the way that KB, KD, knock to (if added), will work and how many powers will it be spidered into. Maybe KB wont be as much of an issue at all or due to mob behavior it wont be annoyance or in some people cases infuriating when someone knock back an enemy mob.

But in COX there have been many cases where I wished I could turn off or at least tone down the KB, even solo. Other times, the team didn't mind punting enemies across the map, or I didn't mind doing it solo.

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Xander Cross wrote:
Xander Cross wrote:

I said this with the following in mind, which I've personally experienced as both a spectator and the perceived antagonist (i.e. the one thought to be using kb poorly):
-players who demand "QUIT WITH THE KB" in the middle of a fight, when discussions afterward with the entire team determined that the kb was being used in a beneficial manner to the team. (usually everyone but the complainer was unanimous in this)
-players who immediately kick others from teams just because they have a powerset with kb. or refuse to invite them alltogether.
On the flip side, any time a teammate -asked- in a non-idiot fashion to reduce/stop using kb, I complied without question or retort... sometimes even when they weren't talking specifically to me, but because I had KB powers.

All of which proves my point (although I know that wasn't your intent). Just because someone asks you to do something doesn't give them the right to determine for you how you're using your Powers. It's a judgement call. And as you rightly point out, sometimes it's only one person who has a problem, while the rest of the Team wants you to keep doing what you're doing (and the latter is the majority). It isn't something that's cut and dried with only one possible solution. This is no One Size Fits All kind of deal.

Sometimes requests to "knock it off" with the Knockback have merit.
Sometimes they don't have merit and so you shouldn't have to comply (and may even be encouraged to refuse to comply).
It's up to *US* ... as Players ... to figure out which is which and decide for ourselves if a request/demand of this sort has merit or not ... [i]and that's not something the Developers should be deciding FOR US pre-emptively[/i] and baking into the underlying structures of the game mechanics.

Xander Cross wrote:

which is why it is important to try to avoid empowering those situations toward one side or the other, and if at all possible.. reduce them.

The irony here is that you're basically arguing my point for me with this. I would use the exact same words (and have) in arguing that a Control Switch does exactly what you claim to be the point.

Xander Cross wrote:

Having a "toggle" option, implemented, per the suggestion would give those players a leg to stand on and would see an increase in this type of behavior, no "mights' or "maybes" about it.

Once again, the confused and muddled argument that anything with a probability of happening greater than 0% must be treated as if that probability of happening is 100% in ALL cases, ALL circumstances, and is the default assumption at ALL times with NO EXCEPTIONS.

I see a continuum of possibilities while you only see a boolean/binary pair of outcomes, in which if the YES outcome is even [b]possible[/b] then there will never be a NO outcome. That you cling to this belief even after relating your own anecdote in which one member of a Team asked you to stop using Knockback while other Team members defended your use of Knockback and asked you to continue playing exactly as you had been is, shall we say ... remarkable?

Why are you so unwilling to accept that Team dynamics are more nuanced and complex than you're asserting they are?

Xander Cross wrote:

that type of player would now have dev approval, through available game options, that using KB is not required, and therefore would feel it was their right to (try to) impose and enforce others to use said option explicitly on teams. It would cause a measurable increase in these types of behaviors in relation to kb, because that's human nature.

The same could be claimed that being able to put [url=http://tomax.cohtitan.com/data/powers/power.php?id=Defender_Buff.Empathy.Siphon_Energy]Healing Aura[/url] on Autofire and spamming it endlessly had "dev approval" as you put it. That doesn't make doing that socially acceptable in all situations and circumstances. There were times when doing that was legitimately useful and welcome ... and other times when it most certainly was not. Again ... One Size Does Not Fit All.

Xander Cross wrote:

Lets not assume that we'll be the majority population in CoT and able to denounce such claims with ease.

Very well ... but then why should we assume that we'll be the minority population in City of Titans? Even better yet, why should we assume that we'd be the super-minority population in City of Titans? I understand that you're AFRAID that might happen, but haven't seen anything explaining why you'd ASSUME that would happen even before Game Pre-Alpha.

Xander Cross wrote:

We do want to bring in new players, we don't want to bring in the wrong kind of players.

Uh ... who gets to "pick and choose" which Players want to play the game? Is there a vetting process somewhere deciding if Players are "worthy" of playing the game? More specifically, is the some sort of Banhammer that is supposed to fall on people who are "mean" to Knockback wielding characters in Teams?

I can understand the notion of wanting to keep out the "riff raff" but I'm kind of unclear on the Cause And Effect relationship you're trying to build up here.

Xander Cross wrote:

Which leaves the question "what options do you have to keep the powers balanced when they're in the "kb off" state?"

Short answer ... none ... [i]because you don't need any[/i].

No seriously, if a Player [i]voluntarily chooses[/i] to clamp their Knockback such that it only produces Knockdown instead, then no further adjustment or (scare quotes) "balancing" (/quotes) is required, because the desired effect of the tradeoff has been achieved in that the target has not been moved in a way that could potentially be disadvantageous to their overall strategy. It's really that simple. You're [b]voluntarily[/b] surrendering a tactical advantage (on demand) in exchange for a more important strategic advantage, if an when the tactical and/or strategic situation makes such an exchange "valuable" to the Player in some way (and the ways in which this last condition could be true are too numerous and diverse to account for by lock-in advance decisions or pre-programming).

Just because a double edged sword makes it easy to cut yourself doesn't mean you HAVE TO cut yourself on your sword when you use it, or that you HAVE TO use both edges when attacking an opponent. However, having an extra edge on your weapon enables different moves and complexities of swordplay when compared to a single edged sword. How you use a double edged sword is entirely up to the wielder though.

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Comicsluvr wrote:
Comicsluvr wrote:

"The end result being that if you're able to "turn off" the secondary effect at will without any additional benefit to turning the power off and losing the secondary effect... it then leaves the power "below average" across the scope of the balance scale since it's now behaving differently from other powers that have no inherent secondary effect."
This is a completely and totally subjective viewpoint.
Blast A does 50 damage with 4 End cost, 100 range and a 4 second recharge. It also imparts a Mag 1 Immobilize for 8 seconds.
Blast B does the same damage with the same End cost, range and recharge. It imparts a mag 3 KB. The player chooses to use the (whatever mechanic we decide) reducing the KB to KD.
This only makes the power "below average" across the scope of the balance scale since it's now behaving differently from other powers that have no inherent secondary effect." if the PLAYER thinks it does. The presence or absence of KB has NO bearing on the damage of the power whatsoever.
The only person who can truly judge how 'effective' a power is is the player using it. How many players had 'sub-optimum' builds that they LOVED to play? As far as they were concerned, their powers were very effective...and fun too.

Okay. If we go this route, why give it KD? Toggle switch that just takes away KB. Why is it people think it should turn KB into KD. Why not just...turn off KD effects.

You still do your damage! All you lost was the secondary effect you don't want to use at the moment. And KD is different than KB which is different than KU.

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Redlynne wrote:
Redlynne wrote:

Xander Cross wrote:
I said this with the following in mind, which I've personally experienced as both a spectator and the perceived antagonist (i.e. the one thought to be using kb poorly):
-players who demand "QUIT WITH THE KB" in the middle of a fight, when discussions afterward with the entire team determined that the kb was being used in a beneficial manner to the team. (usually everyone but the complainer was unanimous in this)
-players who immediately kick others from teams just because they have a powerset with kb. or refuse to invite them alltogether.
On the flip side, any time a teammate -asked- in a non-idiot fashion to reduce/stop using kb, I complied without question or retort... sometimes even when they weren't talking specifically to me, but because I had KB powers.

All of which proves my point (although I know that wasn't your intent). Just because someone asks you to do something doesn't give them the right to determine for you how you're using your Powers. It's a judgement call. And as you rightly point out, sometimes it's only one person who has a problem, while the rest of the Team wants you to keep doing what you're doing (and the latter is the majority). It isn't something that's cut and dried with only one possible solution. This is no One Size Fits All kind of deal.
Sometimes requests to "knock it off" with the Knockback have merit.
Sometimes they don't have merit and so you shouldn't have to comply (and may even be encouraged to refuse to comply).
It's up to *US* ... as Players ... to figure out which is which and decide for ourselves if a request/demand of this sort has merit or not ... and that's not something the Developers should be deciding FOR US pre-emptively and baking into the underlying structures of the game mechanics.
Xander Cross wrote:
which is why it is important to try to avoid empowering those situations toward one side or the other, and if at all possible.. reduce them.
The irony here is that you're basically arguing my point for me with this. I would use the exact same words (and have) in arguing that a Control Switch does exactly what you claim to be the point.
Xander Cross wrote:
Having a "toggle" option, implemented, per the suggestion would give those players a leg to stand on and would see an increase in this type of behavior, no "mights' or "maybes" about it.
Once again, the confused and muddled argument that anything with a probability of happening greater than 0% must be treated as if that probability of happening is 100% in ALL cases, ALL circumstances, and is the default assumption at ALL times with NO EXCEPTIONS.
I see a continuum of possibilities while you only see a boolean/binary pair of outcomes, in which if the YES outcome is even possible then there will never be a NO outcome. That you cling to this belief even after relating your own anecdote in which one member of a Team asked you to stop using Knockback while other Team members defended your use of Knockback and asked you to continue playing exactly as you had been is, shall we say ... remarkable?
Why are you so unwilling to accept that Team dynamics are more nuanced and complex than you're asserting they are?
Xander Cross wrote:
that type of player would now have dev approval, through available game options, that using KB is not required, and therefore would feel it was their right to (try to) impose and enforce others to use said option explicitly on teams. It would cause a measurable increase in these types of behaviors in relation to kb, because that's human nature.

The same could be claimed that being able to put Healing Aura on Autofire and spamming it endlessly had "dev approval" as you put it. That doesn't make doing that socially acceptable in all situations and circumstances. There were times when doing that was legitimately useful and welcome ... and other times when it most certainly was not. Again ... One Size Does Not Fit All.
Xander Cross wrote:
Lets not assume that we'll be the majority population in CoT and able to denounce such claims with ease.
Very well ... but then why should we assume that we'll be the minority population in City of Titans? Even better yet, why should we assume that we'd be the super-minority population in City of Titans? I understand that you're AFRAID that might happen, but haven't seen anything explaining why you'd ASSUME that would happen even before Game Pre-Alpha.
Xander Cross wrote:
We do want to bring in new players, we don't want to bring in the wrong kind of players.

Uh ... who gets to "pick and choose" which Players want to play the game? Is there a vetting process somewhere deciding if Players are "worthy" of playing the game? More specifically, is the some sort of Banhammer that is supposed to fall on people who are "mean" to Knockback wielding characters in Teams?
I can understand the notion of wanting to keep out the "riff raff" but I'm kind of unclear on the Cause And Effect relationship you're trying to build up here.
Xander Cross wrote:
Which leaves the question "what options do you have to keep the powers balanced when they're in the "kb off" state?"

Short answer ... none ... because you don't need any.
No seriously, if a Player voluntarily chooses to clamp their Knockback such that it only produces Knockdown instead, then no further adjustment or (scare quotes) "balancing" (/quotes) is required, because the desired effect of the tradeoff has been achieved in that the target has not been moved in a way that could potentially be disadvantageous to their overall strategy. It's really that simple. You're voluntarily surrendering a tactical advantage (on demand) in exchange for a more important strategic advantage, if an when the tactical and/or strategic situation makes such an exchange "valuable" to the Player in some way (and the ways in which this last condition could be true are too numerous and diverse to account for by lock-in advance decisions or pre-programming).
Just because a double edged sword makes it easy to cut yourself doesn't mean you HAVE TO cut yourself on your sword when you use it, or that you HAVE TO use both edges when attacking an opponent. However, having an extra edge on your weapon enables different moves and complexities of swordplay when compared to a single edged sword. How you use a double edged sword is entirely up to the wielder though.

Better yet. The toggle switch allows you to...not use your chosen secondary effect at all. Not change it on a whim.

I have a blast that can cause rooting, maybe I should have a toggle that turns it into a slow effect, so I can stack it with other slow effects or, I don't want to root the target, so they don't stay outside some PBAOE effect?

Maybe turn that DOT secondary effect into a ROOT effect with a toggle switch because I need more mitigation than extra damage to kill enemies faster?

If we do the toggle, let's just have it turn off KB. No need to have it switch to some other effect or weaken the effect you the player chose to take.

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Brand X wrote:
Brand X wrote:

Okay. If we go this route, why give it KD? Toggle switch that just takes away KB. Why is it people think it should turn KB into KD. Why not just...turn off KD effects.

/facepalm

Brand X ... you're overcompensating.

The reason why you want to clamp Knockback into being Knockdown, rather than turning Knockback "off" entirely, is because a Knockdown still forces a "stand back up" animation that is and of itself an important Soft Control. Honestly, I shouldn't need to explain this ... :(

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Brand X wrote:
Brand X wrote:

Comicsluvr wrote:
"The end result being that if you're able to "turn off" the secondary effect at will without any additional benefit to turning the power off and losing the secondary effect... it then leaves the power "below average" across the scope of the balance scale since it's now behaving differently from other powers that have no inherent secondary effect."
This is a completely and totally subjective viewpoint.
Blast A does 50 damage with 4 End cost, 100 range and a 4 second recharge. It also imparts a Mag 1 Immobilize for 8 seconds.
Blast B does the same damage with the same End cost, range and recharge. It imparts a mag 3 KB. The player chooses to use the (whatever mechanic we decide) reducing the KB to KD.
This only makes the power "below average" across the scope of the balance scale since it's now behaving differently from other powers that have no inherent secondary effect." if the PLAYER thinks it does. The presence or absence of KB has NO bearing on the damage of the power whatsoever.
The only person who can truly judge how 'effective' a power is is the player using it. How many players had 'sub-optimum' builds that they LOVED to play? As far as they were concerned, their powers were very effective...and fun too.

Okay. If we go this route, why give it KD? Toggle switch that just takes away KB. Why is it people think it should turn KB into KD. Why not just...turn off KD effects.
You still do your damage! All you lost was the secondary effect you don't want to use at the moment. And KD is different than KB which is different than KU.

Ah but you're the one assuming that I don't want to use it. The example was simply for illustration. If my power does KB and the situation calls for it then I'll use it.

I remember when Star Wars was cool...a long, long time ago...

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Kitsune I think you have have

Kitsune I think you have have a fairly concise feel for the thread.

Red you're overcompensating with the toggle. It assumes one playstyle is team friendly the other is not and a baked in mechanic is needed to "fix" it. As I have repeated several times UNCONTROLLED kb does not mix well with ONE playstyle and it is superior strictly by preference.

If we just have to have a method outside of the character creator to decide for/against kb I would rather have it be via whatever takes the place of IOs in this game. That way if someone insists on no kb I can tell "fine but you pay for it".

As something of an aside I think we should focus on what little detail generally missed in this discussion. How big a role in the issue is played by kb in the former game having been %to occur rather than being a constant. I wonder if having it "always on" for the powers so endowed might give a better feel and make skilled use more likely.

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Brand X
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Redlynne wrote:
Redlynne wrote:

Brand X wrote:
Okay. If we go this route, why give it KD? Toggle switch that just takes away KB. Why is it people think it should turn KB into KD. Why not just...turn off KD effects.

/facepalm
Brand X ... you're overcompensating.
The reason why you want to clamp Knockback into being Knockdown, rather than turning Knockback "off" entirely, is because a Knockdown still forces a "stand back up" animation that is and of itself an important Soft Control. Honestly, I shouldn't need to explain this ... :(

I know exactly what KD is. But you're exchanging one control option for another. It's not overcompensating. It's saying if we go the toggle switch route, why not just make it ON/OFF.

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