Glossary of Terms

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Grimfox
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Glossary of Terms

So my purpose for this thread is to collect COT jargon in a single space for easy reference. Please feel free to submit terms and definitions, I'll do my best to add these to the first post. I ask for your patience in updating the first post as I am also working an 8-5, as are most of the devs. Naturally any dev comments/corrections will take precedence over all others. If you can cite your source/dev that would be ideal. I reserve the right to edit definitions for clarity and brevity. I'd like to stay away from proper names and lore. I'd also ask that submissions use broad language that non-COH fans would also understand.

Feel free to discuss definitions to refine enhance and clarify. Keep it civil :) Understand that the definition of some terms may change over time. If there is a term you would like defined please post it and I'll do my best to find a definition or add it to the list as "To be fully defined."


A:


Aesthetic Decoupling A design concept which specifies that a power's appearance is separated from it's function. IE: A single target ranged attack can take on different appearances from one character to the next. These might be a bolt of fire, ice, lightning, or mystical energy.
AugmentThese items can be slotted into powers to modify the power's core capability. Such as expanding a single target attack to a cone or changing the damage type.

C:


CoH City Of Heroes, the spiritual predecessor of this game.
CoT City Of Titans, this game.
CoV City Of Villains, an addon to CoH that was later bundled with the game.
CoX Typically a reference to CoH and CoV after they were bundled together

E:


Emanation Point This is where your power come from. They can be channeled through multiple points on the body hands feet head eyes chest. As well as through costume parts like shoulder dragons shoulder kittens shoulder pandas and props.

M:


ModificationTo be fully defined
MWMMissing Worlds Media, the folks making this game, City Of Titans.

P:


PropA customizable costume piece held by the character that can act as a emanation point for powers. These include weapons like swords, daggers, baseball bats, and magical princess wands.

R:


RefinementThese items slot into augments to further modify/enhance the way a power functions.

S:


ScrapperlockWhilst playing the Scapper class in COH the player would become so focused on playing the character they would lose sight of everything else, like teammates status and position, chat, and even basic body functions. Players of the Scrapper class consider this a state of nirvana, everyone else has less spiritual opinions of this "state of mind."
SoonUndefined time frame as short as a minute as long as forever.
SPSignature Power, a end game system in concept development to enable horizontal progression coming Soon (see Soon)

T:


ThemeThere are two types of theme. Mechanical themes, how the power set does what it does, this gives the unique feel to playing the power set. And the aesthetic theme. The aesthetic theme is very broad and covers everything from your martial arts styles to the particle effects you cast at your foes. These two can be combined to result in things like the character using Capoeira style moves to throw fireballs at it's foes.

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Grimfox
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Place holder in case I need

Place holder in case I need it later.

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"Soon" - perhaps next week,

"Soon" - perhaps next week, or at least within the next millennium. Probably.

(insert pithy comment here)

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"A design concept which

"A design concept which specifies that a power's appearance is separated from its function."

Sorry, my CDO was aggravated by the extraneous apostrophe. ^_^

Also, see http://cityoftitans.com/content/titanic-glossary and http://cityoftitans.com/forum/discuss-titanic-glossary

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My comment disappeared (it is

My comment disappeared (it is certainly not that I didn't save it.) I'd be fine with that glossary if it were updated, it doesn't reference any of the words here and more easy to locate. The discussion in the linked thread seems to have drifted. I think it's worth a necro though. We'll see.

The apostrophe is there because "power" possesses "appearance"...in theory.

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I'd love a good definition of

I'd love a good definition of Theme as it applies to powers and aesthetics. I've seen devs use the term, but I'm having a hard time nailing it down from context alone.

I think the following thread is the best reference:
http://cityoftitans.com/forum/how-basesthemesanimations-work-together


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

Ooops! I sit corrected! I must be developing an allergy to apostrophes in general...

Edit: or maybe it was the apostrophe in the "its" (stupid autocorrect tried to put it back in!) that I removed from the quote. ^_^

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Foradain wrote:
Foradain wrote:

Ooops! I sit corrected! I must be developing an allergy to apostrophes in general...

Ha ha ha.
I was inspecting something the other day. I won't go into specifics, but we were standing by this one large piece of machinery and its surface was covered in a greasy dust coat except where someone wad wiped with their finger the words "Toms Gay".

This was obviously an embarrassment to the builder of the machinery who was showing it to me.
But rather than berate him for the grimy state of his machinery or the obviously offensive graffiti, I walked up to the words and swiped my finger above the "m" so it read "Tom's Gay" and as I walked away I stated that I hated poor grammar.


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

At the risk of stating the obvious...

CoH = City Of Heroes, the spiritual predecessor of this game

CoT = City Of Titans, this game

CoV = City Of Villains, an addon to CoH that was later bundled with the game

CoX = Typically a reference to CoH and CoV after they were bundled together

MWM = Missing Worlds Media, the folks making this game, City Of Titans

SP = Signature Power, an idea currently being discussed in http://cityoftitans.com/forum/alternative-epic-power-pools.

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Hero_Zero wrote:
Hero_Zero wrote:

At the risk of stating the obvious...

Only obvious if you don't need a glossary.

Has anyone seen my mind? It was right here...

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I find that, in general, too

I find that, in general, too many folks ignore the (to them) obvious abbreviations and acronyms that a new player may well have no idea what the meaning is.

(insert pithy comment here)

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I updated the original post

I updated the original post with a few words. Let me know what you think.

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Regarding the definition of

Regarding the definition of Theme, from 2013:

Tannim222 wrote:

There may be animation suites (themes) or visual fx suites (themes) so you don't have to choose the same animation type or visual effect for each power individually, but that's up to UI. I also want to stress that depending on how we design certain things, there MAY not be able to plug any theme or suit to every single power set. I empasize may due to the fact that we are still in design phase and there's a lot that is in flux. Some may read this and think we will unfairly limit choices, this is not the case, there may be a reason there are a limited amount of options in certain cases which will offer additional options in other cases. Or it could very well work out to where anything can apply, but that may come at the cost of certain other game play aspects. We will see. I know this may cause more questions but I hope it also clarifies others.

I see in the Glossary definition above, you mention quick fast versus slow and powerful, but I think that would be more applicable to the base powerset. I believe Tannim was trying to say that the animation theme would be more like do I want to have a martial arts theme to my powers (ranged powers, melee powers and support powers can all have martial arts animations to them) or a plant-based theme, such that plants, roots, seeds and pollen would be the modes of deivery.
Or maybe a beastial theme, such that my powers are delivered from a more unrefined and visceral animations, or maybe from a technological theme where powers are coming from tools like guns or melee attacks using powerfists, or a magical theme with glowing arcane runes and maybe a staff or a wand.

Then the visual FX theme would be fire, or ice, or dark magic, or celestial magic or blood, or electricity, or faerie sparkles, or 20th century tech(ballistics and wearables) or future tech (energy weapons).

I think that's what I understand as far as themes go. You can choose from a slate of powers which will give all your powers animations and/or effects from a cohesive theme, or you can pick and choose different themes for each power such that one power may come from a colt .45 revolver but the next come from your mind. I would expect that each power will probably have a default theme for animation and fx so that if a theme does't fit it well, the default is used. That last part is pure speculation; hell, this whole post is pure speculation.


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

I believe I based my definition on SE's posts from early in the thread you linked. Although re-reading it, I'm not sure where I made the conclusions I did. I seem to be off by a layer. I'd like to purpose a new definition.

Shadow Elusive wrote:

The easiest way to transfer from CoH terms is to think playstyle vs. damage types and secondary effects. The themes, by and large, cover that portion of powers that composed special damage types, and secondary effects. Whereas base covers the fundamental playstyle.

So based on SEs posts there are 3 layers. The BASE, which defines the playstyle of the set. I think this is interchangeable with the term "powerset" in the character creation process. The THEME which defines special damage types and secondary effects. Finally the STYLE or AESTHETIC layer which covers the animations and colors and emanation points. This 3 layer definition hasn't been explicitly stated (and may have changed since these comments were made in 2013) but I've seen other posts which back up the idea that THEME has more to do with power effects than power animations. My understanding is that the THEME is set by the mods and augments a character uses which allows the player to customize the powers to better match the concept defined in the STYLE or AESTHETIC layer.

I don't necessarily agree with using THEME in this way. It does seem to fit the STYLE or AESTHETIC layer better but at the same time what else do you call that middle layer, functional?

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hhmm . .

hhmm . .

so Theme = Thematic Functionality?

Base Layer = Type (Melee, Ranged, Defense)
Thematic Layer = Power Effects? (Fire, Cold, DoT, . . . )
Aesthetics Layer = Visual Effects (colour, emanation points, . . . )

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StellarAgent wrote:
StellarAgent wrote:

hhmm . .
so Theme = Thematic Functionality?
Base Layer = Type (Melee, Ranged, Defense)
Thematic Layer = Power Effects? (Fire, Cold, DoT, . . . )
Aesthetics Layer = Visual Effects (colour, emanation points, . . . )

Themic layer is termed Thematic Mechanics, that is damage ovet time, target vector displacement, etca d may include a damage type. Fire is not a damage type, it is an aesthetic.

Aesthetic Theme is the range of possible visual partical effects afforded to a power. Burning sets have stuff that looks like it "burns" such as fire, stinging winds, boiling liquid, or acid.

Emanation points, colors, and animations are also part of the aesthic options but may be more widely applicable or limited depending on certain factors. You can make a ranged attack using a boxing animation throwing a gust of wind, and there could be a melee attack using same animation and melee-ranged particle effects for a melee wind attack.


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Tannim222 wrote:
Tannim222 wrote:

StellarAgent wrote:
hhmm . .
so Theme = Thematic Functionality?
Base Layer = Type (Melee, Ranged, Defense)
Thematic Layer = Power Effects? (Fire, Cold, DoT, . . . )
Aesthetics Layer = Visual Effects (colour, emanation points, . . . )
Themic layer is termed Thematic Mechanics, that is damage ovet time, target vector displacement, etca d may include a damage type. Fire is not a damage type, it is an aesthetic.
Aesthetic Theme is the range of possible visual partical effects afforded to a power. Burning sets have stuff that looks like it "burns" such as fire, stinging winds, boiling liquid, or acid.
Emanation points, colors, and animations are also part of the aesthic options but may be more widely applicable or limited depending on certain factors. You can make a ranged attack using a boxing animation throwing a gust of wind, and there could be a melee attack using same animation and melee-ranged particle effects for a melee wind attack.

Can I just say, on behalf of all the people that have been waiting patiently or impatiently for CoT, that you are a big effin' TEASE!
>mumble grumble ...can't wait... grumble mumble<


I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.
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Tannim222 wrote:
Tannim222 wrote:

StellarAgent wrote:
hhmm . .
so Theme = Thematic Functionality?
Base Layer = Type (Melee, Ranged, Defense)
Thematic Layer = Power Effects? (Fire, Cold, DoT, . . . )
Aesthetics Layer = Visual Effects (colour, emanation points, . . . )
Themic layer is termed Thematic Mechanics, that is damage ovet time, target vector displacement, etca d may include a damage type. Fire is not a damage type, it is an aesthetic.
Aesthetic Theme is the range of possible visual partical effects afforded to a power. Burning sets have stuff that looks like it "burns" such as fire, stinging winds, boiling liquid, or acid.
Emanation points, colors, and animations are also part of the aesthic options but may be more widely applicable or limited depending on certain factors. You can make a ranged attack using a boxing animation throwing a gust of wind, and there could be a melee attack using same animation and melee-ranged particle effects for a melee wind attack.

So instead of using the stereotypical phrases Fire, Cold, etc; we should instead be saying: Burning, Freezing, . So in the Base Layer where we have the Types we should refer to the Damage Effects, not what it typically looks like?

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StellarAgent wrote:
StellarAgent wrote:

Tannim222 wrote:
StellarAgent wrote:
hhmm . .
so Theme = Thematic Functionality?
Base Layer = Type (Melee, Ranged, Defense)
Thematic Layer = Power Effects? (Fire, Cold, DoT, . . . )
Aesthetics Layer = Visual Effects (colour, emanation points, . . . )
Themic layer is termed Thematic Mechanics, that is damage ovet time, target vector displacement, etca d may include a damage type. Fire is not a damage type, it is an aesthetic.
Aesthetic Theme is the range of possible visual partical effects afforded to a power. Burning sets have stuff that looks like it "burns" such as fire, stinging winds, boiling liquid, or acid.
Emanation points, colors, and animations are also part of the aesthic options but may be more widely applicable or limited depending on certain factors. You can make a ranged attack using a boxing animation throwing a gust of wind, and there could be a melee attack using same animation and melee-ranged particle effects for a melee wind attack.
So instead of using the stereotypical phrases Fire, Cold, etc; we should instead be saying: Burning, Freezing, . So in the Base Layer where we have the Types we should refer to the Damage Effects, not what it typically looks like?

No, your Basr Layer id fine. It was the mechanics that you have to watch out in avoiding specific visuals, ie replace fire with burning.


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From thread: I'm Scared.

From thread: I'm Scared.
We may want to have some background on:
Joss Whedon
Firefly
Serenity

From some other recent threads:
Tank
Breakwater
Stalwart

"THE TITANS ARE COMING! THE TITANS ARE COMING!"

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HZ: I think those first three

HZ: I think those first three words are words for a different glossary. *puts on a brown coat* But briefly they are synonyms to "Amazing." I'll look into those other definitions. I think Tank is a bit too common for this thread. Breakwater, is official? I'll dig through the ATs and add those to the list, I'll probably just link to the official definitions.

Tannim: "target vector displacement" I know what each of these words means individually but together in this context I'm not so sure. My science side says this means changing a targets direction or speed. My coding/gaming side is thinking it means something like changing a foes aggro direction. IE a taunt or placate like power.

I'll try to update the Theme definition later today, I need to leave shortly and I think that edit is going to take a little while. I also plan to add an "E" word. *suspense increases*

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Sorry, target vector

Sorry, target vector displacement is the long-winded waynof describing knock back and up, or shortened up as vector attacks - but the longer phrase is what is used to describe the mechanic in our power set templates. We had this internal issue of avoiding common terms which may conflict with engine-specific terminology which cause confusion between teams or issues if we changed engines (we were being cautious). Player facing youll see the common terminology in your power descriptions.


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Tannim222 wrote:
Tannim222 wrote:

Sorry, target vector displacement is the long-winded waynof describing knock back and up, or shortened up as vector attacks - but the longer phrase is what is used to describe the mechanic in our power set templates. We had this internal issue of avoiding common terms which may conflict with engine-specific terminology which cause confusion between teams or issues if we changed engines (we were being cautious). Player facing youll see the common terminology in your power descriptions.

Just out of curiosity; is KB going to be more prevalent than KU and/or KD? I was under the impression that KB wasn't exactly universally loved in CoH/V and the preference was for KU/KD since it kept the target(s) grouped, which is just easier for damage, agro management, and debuffs. My namesake was a Nrg/Nrg blapper, so I certainly raised the ire of some players, particularly tanks and support, until I learned through positive feedback and experience to not be as disruptive.

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Cobalt Azurean wrote:
Cobalt Azurean wrote:

Tannim222 wrote:
Sorry, target vector displacement is the long-winded waynof describing knock back and up, or shortened up as vector attacks - but the longer phrase is what is used to describe the mechanic in our power set templates. We had this internal issue of avoiding common terms which may conflict with engine-specific terminology which cause confusion between teams or issues if we changed engines (we were being cautious). Player facing youll see the common terminology in your power descriptions.
Just out of curiosity; is KB going to be more prevalent than KU and/or KD? I was under the impression that KB wasn't exactly universally loved in CoH/V and the preference was for KU/KD since it kept the target(s) grouped, which is just easier for damage, agro management, and debuffs. My namesake was a Nrg/Nrg blapper, so I certainly raised the ire of some players, particularly tanks and support, until I learned through positive feedback and experience to not be as disruptive.

The knock back issue has long been discussed (to death, rezzed, and killed again, rinse, repeated). We have a rather simple solution allowing players to actively be able to switch a knock down effect to a knaock back effect. Realize, these are not results of magnitude like coh, where kd occurred at a low threshold of kb mag.

We want these changes of play style to be done in an active play on the player's part without impacting the UI. Neither effect is purely binary either.

Knock up is also yet another effect being separate from knock back and knock down.


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Tannim222 wrote:
Tannim222 wrote:

Cobalt Azurean wrote:
Tannim222 wrote:
Sorry, target vector displacement is the long-winded waynof describing knock back and up, or shortened up as vector attacks - but the longer phrase is what is used to describe the mechanic in our power set templates. We had this internal issue of avoiding common terms which may conflict with engine-specific terminology which cause confusion between teams or issues if we changed engines (we were being cautious). Player facing youll see the common terminology in your power descriptions.
Just out of curiosity; is KB going to be more prevalent than KU and/or KD? I was under the impression that KB wasn't exactly universally loved in CoH/V and the preference was for KU/KD since it kept the target(s) grouped, which is just easier for damage, agro management, and debuffs. My namesake was a Nrg/Nrg blapper, so I certainly raised the ire of some players, particularly tanks and support, until I learned through positive feedback and experience to not be as disruptive.
The knock back issue has long been discussed (to death, rezzed, and killed again, rinse, repeated). We have a rather simple solution allowing players to actively be able to switch a knock down effect to a knaock back effect. Realize, these are not results of magnitude like coh, where kd occurred at a low threshold of kb mag.
We want these changes of play style to be done in an active play on the player's part without impacting the UI. Neither effect is purely binary either.
Knock up is also yet another effect being separate from knock back and knock down.

Thank you for the reply and insight. Much obliged.

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So my scientific description

So my scientific description was more accurate. Yay for Science!

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Are we totally ruling out

Are we totally ruling out "pull towards self" and "knock sideways"? By "knock sideways" I mean, let;s say I'm shooting due north at a foe and when I hit the foe, they get knocked east or west, that would be "knock sideways". Oooh, what if me hitting the foe caused him to spin around in place? Possibly getting dizzy and falling down, or getting a debuff. That'd be cool.

R.S.O. of Phoenix Rising

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Radiac wrote:
Radiac wrote:

Are we totally ruling out "pull towards self" and "knock sideways"? By "knock sideways" I mean, let;s say I'm shooting due north at a foe and when I hit the foe, they get knocked east or west, that would be "knock sideways". Oooh, what if me hitting the foe caused him to spin around in place? Possibly getting dizzy and falling down, or getting a debuff. That'd be cool.

There is an effect to pull a target in. It is not interchangeable with other knock effects as it has different impoications in combat. No "knock sideways". Getting a fix to knock back and down was enough hassle. Now it is possible to make something knock"side ways" but it is still actually knocking back. The attack's hit box would be "facing"'the direction of the intended knock back. An easy example could be a tornado that appears to be knocking targete away in different directions, when really, there is a hit box either chsnging position or multiple hit boxes.

Causing a target to spin is possible.


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Obviously I did not get back

Obviously I did not get back to that...sorry. I've tweaked the theme definition slightly. I also added definitions for Refinement and Augment. Which were very briefly mentioned in the "Where we stand: Powers" thread. I assume then that modifications are similar to standard COX enhancements?

I also forgot the E word I was going to add. I have been busy at work, and home, so much so it gave me an ocular migraine which is ... terrifying to experience as it shares some symptoms with some very serious brain and eye problems. But so long as I keep stress reasonable I will be fine.

PS. I remembered my E word! and I had to add a supporting P word!

(at)Roxanna - Little Sister - Plutonium Bloom - MilkShakes
Triumph
Guardian
Virtue

Dev Tracker: http://cityoftitans.com/forum/fixing-dev-digest
Dev Comments: https://cityoftitans.com/forum/dev-comments

hayden28
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Last seen: 1 year 1 month ago
Joined: 10/03/2017 - 09:36
CoH City Of Heroes, the

CoH City Of Heroes, the spiritual predecessor of this game.
CoT City Of Titans, this game.
CoV City Of Villains, an addon to CoH that was later bundled with the game.
CoX Typically a reference to CoH and CoV after they were bundled together