A super quick and easy example of what I want to convey is, if I use water based powers, and Im swimming in the ocean, I should get some sort of damage/area of effect size boost
On the reverse, fire based powers used when swimming through the water should be nerfed a bit.
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enjoy your niche. Don't be a whore.
20041004-20120910
Doesn't work. What if my concept says the fire powers are so hot they basically boil through the water and are unaffected by it.
What if my character is using Benzene to create fires?
Best to generally leave this type of advantage/disadvantage to the Pen & Paper Games.
What if you're fighting in a vacuum, like in space and you have fire powers?
No fuel to burn. lol
20041004-20120910
I think you might have bigger problems than that :)
[color=#ff0000]Tech Team and Forum Moderator[/color]
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I don't think environment-based buff/debuff would be impossible. Maybe not terribly prevalent though. I think you could certainly have mission maps where the NPC tells you stuff like "Look, it's really hard to cast spells in the dimension I'm sending you to, so your magic-origin powers will deal less damage or use more endo or have shorter range, or whatever". I'm not a programmer, but I think that sort of thing is probably doable. Again, maybe not everywhere all the time down to a really fine detail level, but doable in some ways.
R.S.O. of Phoenix Rising
I like that in Marvel Heroes Human Torch gets stronger the more fire he puts down.
Granted I still dont want frameworks to be based on damage type, I would love to see a RDPS set that is based on setting "map traps" either PBAoE from the player's location or RAoE based on the targeted enemy (or object) location {Note that I still think all targeting should require a target}.
The large question to this kind of playstyle is does a player get credit for map traps set by other players or enemies. The mechanics there are debated regularly.
Crowd Control Enthusiast
It hurts themes some when things are over dictated much, fire not hurting as much in water, well, what about under-water levels? Someone mentioned space...
I realized something today(5/8/2014) that many MMORPG players, are not like us who enjoyed CoX. They enjoy repetitiveness and predictability, rather then unpredictability. We on the other hand enjoy unpredictability and variety.
What about Sonic powers in space as you know, in space no one can hear you scream?
Minotaur Im assuming the mission lead gives me a 'plot device' that allows me to breath in space, like a pill or something ;p
The Phoenix Rising Initiative Rules Lawyer
Any kind of "home field advantage" is best done inside of an instanced mission and should hardly ever be done out in the world at large shared by everyone.
Even better yet if the "home field advantage" thing isn't something that has a single setting that never changes ... but rather something that has multiple settings which either rotate (in a predictable pattern) or which reset themselves *randomly* so as to force Players to react to changing situations and circumstances. This sort of "rotating home field advantage" setup is one of the few types I would ever support seeing done in a shared world context, and even then the effect would have to be QUITE localized rather than being something Global (like, say, rainy weather over the entire city). Doing it as an added element to a Capture the Flag contest at a Control Point would be acceptable, particularly if it is of the chaotic/random variety so as to keep things "interesting" in a confined area so that the event isn't always the same thing every single time.
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I like the ideas that you presented, but if the game does do instances with environmental disadvantages, I'd personally like a way to know in advanced which instanced missions have these environmental effects. It'd let you at least not choose one that goes against your own personal character concept. The only downside - a major one- is it'd end up mostly being used to 'optimize' mission rewards.
Either way, I agree with having it in instanced missions or PVP rather than 'out in the world.'
Longtime City of Heroes player, longtime writer. :) Working in Nebraska.
COT: Mission tips writer, studying Cinema 4D animation program
This is the fundamental problem with anything related to having "advantages" or "disadvantages" in a MMO setting: the min/maxers among us will always find ways to mitigate the disadvantages and maximize the advantages. People will build characters that excel in specific missions and you'd have newer even faster ways to farm for gold or PL.
As Brand X mentioned above I think things like this can really only work in Pen-n-Paper settings where human GMs can keep frisky players from gaming their systems too much.
CoH player from April 25, 2004 to November 30, 2012
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Very very true. Actually I think it's true of most if not all aspects of creating a MMO but I guess that is part of developing one.
Still, I will say it is a pretty fun idea in theory.
Longtime City of Heroes player, longtime writer. :) Working in Nebraska.
COT: Mission tips writer, studying Cinema 4D animation program
I'm not saying Min/Maxing in MMOs is bad in and of itself. I'm just suggesting that any aspect of character creation that's specifically billed as allowing you to suffer a "disadvantage/weakness" in exchange for a "advantage/bonus" is pretty much begging to be gamed to the hilt towards the bonus. Almost no one (except maybe the extremely dedicated/strict roleplayer) will willingly suffer the weakness if they can get away with it.
The idea is actually very fun in Pen-n-Paper gaming situations. I just think we're going to have to wait until online games can be dynamically regulated by effective AI before it'll really work as intended in MMOs.
CoH player from April 25, 2004 to November 30, 2012
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Depends on how big of a swing shift we're talking about here. Things like +/- 5% [i]which are not [b]permanent[/b] features of the environment[/i] would be considered acceptable, so long as they aren't persistent. Stuff like changing every minute through a menu of possibilities, either randomly or in a preset sequence (I prefer random myself as a design point) would be both fast AND slow enough to make it feel like a battle has "shifting tides" in terms of who is up and who is down at any given time. Just balance it against opposites (smash vs lethal, fire vs cold, energy vs negative energy, psionic vs toxic, no buff and no debuff, for example) so that you've got "one up and one down" out of the possibilities.
I'd even argue that going so far as reaching a +/- 10% shift would be acceptable [i]if you're stacking a pair of +/- 5% changes[/i] and you offset the timing of their changes such that they each last 1 minute but they each do their rotation 30 seconds "off" from each other ... so a double buff/debuff would only last for 30 seconds (at most) rather than for a full minute. I'd want to playtest that possibility, of course, but it would clearly fall into the opportunistic outcome if it only happened 1% of the time (or so). Definitely a "smoke 'em if you got 'em" sort of rare random occurrence, rather than something you can go into and depend on being able to take advantage of the entire time.
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[i]Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.[/i][/center]
As long as any buffs/debuffs like these are both not permanent and not predictable then they'd be pretty hard to abuse or exploit. Having something like this that could be predictably exploitable is the only thing I'd be concerned about.
So for example having an instanced mission that subjects you to random "dimensional rifts" that change the laws of physics around you (thus providing a pretense for the random buffs/debuffs) would probably be perfectly fine and entertaining.
CoH player from April 25, 2004 to November 30, 2012
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It kind of reminds me of something City of Heroes had in its later maps - the random lab equipment you could smash to get a random buff or debuff. I pretty much always smashed them when there was a chance to get a buff out of it.
I wonder if a preset cycle of buffs could work if the game is set up so teams compete to get to the next buff before the other team?
It reminds me of inspirations too but there is no randomness in that.
Longtime City of Heroes player, longtime writer. :) Working in Nebraska.
COT: Mission tips writer, studying Cinema 4D animation program
We're talking about stuff that basically already existed in CoX, right? I mean, suppose you do up an instance where there's a radiation leak in the main reactor causing constant Damage over time and then there's a "shield generator" that you can use periodically to get a temporary shield that protects you from it. That's exactly the kind of environment-based effect being bandied about here, and I didn't think it was broken or abusable really. It's all in the implementation, as others have said. But there could be more of it than CoX had. For instance, you could be on a map where in the one room it's really cold, so if you stay in there long enough, the accuracy and damage debuffs you're getting from your extremities going numb will eventually build to a level where you have to go out and warm up periodically. Or you could lose endo/recovery in a map where's it's reaasly hot and humid and it saps your endurance over time. Stuff like that. I'm really not in favor of environment-based buffs for the players, unless they're really hard to activate (like you have to do things that require timing and team work, etc). Even then the only reason I can see for adding such would be to make an otherwise nearly impossible mission more tenable.
R.S.O. of Phoenix Rising
Yes, but that environmental effect and shield was fairly unique to the Reactor and I believe it was considered more annoying than 'neat'. Especially since it Didn't affect the enemy mobs. It seems to me that the 'environment and shield' effect got used a couple of times in Champions and then was never heard from again?
Still, that environmental damage aura did not affect how Powers worked - it didn't modify the math of attacks or defenses.
An environmental 'fatigue aura' or other such effect might be possible in an instance or a single-room basis. It would need to be a really important plot-device, not just something randomly applied to make things difficult for the players. It shouldn't be something where effects need to be recalculated on an individual basis.
Be Well!
Fireheart
Not quite, but very nearly. There was the radiation shield for the end of the Desert Disaster and the thermal shield for the end of Crisis in Canada (both initially right after the tutorial, and you had to choose one and forgo the other), but then nothing of the sort until about halfway through Monster Island (more radiation). At least, those are the only examples I recall. Also, all three were activate and forget, they'd last you through the whole mission. Not quite what's being discussed here, I think.
Foradain, Mage of Phoenix Rising.
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