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Piecemeal

Retired Developer
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Posts posted by Piecemeal

  1. 2 minutes ago, ShardWarrior said:

     

    We were told that auto-hit powers were not going to factor into the Advanced Difficulty before, so I guess that changed since then?  I have no objection to them other than the VFX spam can very much make the visual cues an issue.  The one team I ran this on had a Seismic corruptor and some of those stone powers covering entire mobs we had herded made it difficult, if not impossible to see the purple rings.  Maybe some sort of audio cue can get added as well similar to the nuke?

     

    That's a bit of an interpretation thing. We wouldn't be making original powers autohit as a way to circumvent player builds with high defense. That'd be lazy and bad. But we did add that power with a warning because, I, personally, wanted something that brought back a bit of situational awareness to the meta. The power itself is enabled by Advanced Difficulty, but similar powers in the future, with appropriate warning factors, could be sparingly used in the future, and not enabled by AD but just part of the natural enemy toolkit.

    • Like 4
  2. Additionally, all the "ripples" are given quick-outs for time-conscious players.

     

    You can defeat a 5th Boss Grunt in Ripple 1 and portal out.

    You can talk to Terra and not engage the DE to get 4 glowies and scoot out.

    You can dismiss PsiCurse, beat up Flagg, and portal out.

     

    The length of this SF can be dictated in part by your desire to steamroll or speed, and the DSO awards all the same, ripple or not.

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  3. 16 hours ago, Nemu said:

    Lastly the vacuum effect is cool and puts a spin on the kind of controlled choreography of the fights on live. However dying to something that you can't do anything about is not a good game mechanic. I haven't learned the nuances of this mechanic since it's my first run through so I may be completely off base. But if the effect is indeed uncounterable, then can we look into player buffs adding resistance to the effect so that squishier ATs have a fighting chance to get out of a kill zone they are being sucked into?

     

    I designed that power. We discussed the response such as yours coming up early in the process, and came to this conclusion:

    Autohit powers are fair game if you are given warning.

     

    The power gives an on-screen message, the enemy itself has a radius'ed affected area around him, and a purple beacon. You have five seconds to escape it.

     

    I understand the "lots of Fx" bit of it too, but the purple beacon should be visible in most circumstances.

     

    As you test, please look for these clues when you see the text and let me know.

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  4. 11 minutes ago, Mezmera said:

     

    Yeah it's more that I was hoping for an additional shiny like blasters always get.  Heck I'd even be willing to share those fancy robes with blasters for yet even more winning.  😜

     

    Can't wait to give a go at your new story and I'll be sure to set a few tomatoes aside for Cobalt if there's any parts I don't like.  

     

    I'll give @Cobalt Arachne all the story credit. The mid-TF slam-jam that happens in the ripples, though, that's all me. And during the concept phase, I steered him towards the overall plot concept, but he did ALL the detail work.

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  5. 13 hours ago, TalynDerre said:

     

    I agree with this completely!  A 'Warrior Base' could, like the Tsoo, have a shrine/dojo feel to it, but the statues would be Greco-Roman themed and the training weapons would be 'Western' instead of 'Eastern.'

     

    I would also prefer that Warriors get a chance to 'own their space' in public zones.  The Warriors really only have a presence in-game in Talos and in Striga, and in both of those zones they spend most of their time getting bullied (by the Freakshow in Talos and the Council in Striga).  The Warriors getting a revamp would be a good time to re-tool their public presence to show that they can protect their blocks from their rivals.

     

    If you are choosing to make the Warriors less villainous, it could also be a place to showcase this - have the Warriors standing between the overtly evil Freaks/Council and some cowering civilians.

     

    While I won't say no, that might heavily depend on the 3D folks, which is outside my purview. I do have a plan to continue a natural progression of the Warriors under Odysseus with a bit of a reckoning for his hubris, and one or two new groups forming as a result. No promises!

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  6. 19 hours ago, The Trinket said:

    He said Maybe. If he has time. In a post just shy of a year old.

     

    No news isn't necessarily bad news, but given the history of Redside receiving limited attention, I'm not going to assume a vague comment means anything is actually coming or the idea hasn't fallen completely off the radar. And since there are newer Devs, who knows. Maybe one of them might be up to the task or at least willing to try. 

     

     

    In another post I wrote about the dangers of making promises. This is one of them. I was reminded shortly after this post (and, to wit, didn't exactly **learn** afterwards and repeated similar mistakes) not to bite off more than you can chew or to make promises that you end up not being to deliver on.

     

    A new zone? Not likely at all. (From me)

     

    I was responsible for the Atlas Pumpkin, and could do something similar in a pinch for winter, but again I really can't make any guarantees.

     

    My life got really, really busy this summer, and it's not slowing down.

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  7. On 9/9/2021 at 10:35 PM, Bill Z Bubba said:

     

    I started to dig through CoD to show that Claws is probably the best DPE attack set available to melee ATs but then remembered I'm old and lazy.

     

    Amended statement: Claws is the big offender in endurance loss to people learning the game still and not understanding slot mechanics fully.

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  8. 3 hours ago, GraspingVileTerror said:

    Again, I'm not trying to be a pessimist, but to @Glacier Peak's sentiment I'll say that -some- members of the Homecoming Team have provided evidence to "keep the faith," as it were.  As members of the Team have themselves pointed out, they're not a wholly united group.  I'll certainly wait to see what @Piecemeal and @Cobalt Arachne have on offer this time before passing judgement on it.  But I also won't stop myself from discussing past experiences which colour my expectations, no matter how much I try to repress those expectations from influencing my judgement.

    We're each only human, after all (allusions to character roleplay and feelings of dysmorphia notwithstanding).

     

    I'll share a page from @Bionic_Flea's book on this one, but I'll also continue to advocate for improvements and additions which I personally value, whether in terms of content or development methodology.

     

    I do appreciate Piecemeal's approach to the examination of The Warriors and bringing the discussion out to the community in advance as a first step.  Again, like this difficulty scale thing, we'll have to see how it all shakes out.  I acknowledge there's probably a great deal of pressure and frustration that members of the Homecoming Team feel too.  But with things being played so close to the chest, it's not hard for me to see why people feel bitter and resentful.  

    I stand by my belief that additional communication would be beneficial.  There just needs to be a stronger push within the entire community (which includes members of the Homecoming Team, past-present-and-future) to press for compassionate and thoughtful words, understanding, and patience.  And frankly, I don't see saccharine platitudes as the way to achieve that.  I think the path forward will involve difficult conversations where we're able to ask one another to do better, and harmful language is addressed with improvements made to prevent that harm in the future.

     

    So, yeah.

    Very personal and subjective ranty bits incoming.
    And apologies in advance here to both Piecemeal and Cobalt Arachne, as I'm just using the messages here as a recent example, and not suggesting these are the only instance of this.  I get being personally excited about something you've worked on, something you're passionate about, and sharing it with thousands of other people.  I realize that from your perspectives this thing has been baking in the oven for ages now, and you wouldn't be showing it off unless you and the people close to you weren't confident that it was ready for that.

    But I kind of feel like your messages are still carrying a certain level of overconfidence here.  And I believe that's a by-product of crafting this content in a bit of an echo chamber.  You cite inclusivity, but I certainly don't think we're there yet on official and publicly accessible communication channels.  I can scarcely imagine how much more narrow the point of views become when we shave away . . . what?  90% of the greater community?  95%?  How many folks are actually involved in the process?  How many of those voices are decidedly different from one another?

     

    I do appreciate that you've both been more careful than some other folks had been in the past with the choice of language used in this thread, and I absolutely do not want what I'm trying to say here to push anyone further in to secrecy and exclusivity.  I don't want either of you (or any members of the Homecoming Team) to feel any less passionate about the work you're electing to do in your free time for what (I assume) you hope to be the benefit of thousands of people.  I also really like that you've discussed some of your goals.  

     

    Just . . . can we spare portions of the replies that are hype-train non-answers, please?

    I know.  I have a personal bias of animousity against the sorry state the wider games industry is in, and the part I played in getting there with marketing, so please take my words with as many grains of salt as you feel appropriate.

    I just want us to move past that sort of thing and get the community on firmer foundations of communication all around.

     

    And hey!  This is one of those two-way street things.

    Feel free to let me know what you need from me to lay that foundation I'm looking for.

    Please let the whole community know where we can improve in this effort too.

     

    I'm responding to this post without reading any subsequent replies.

     

    I'll give you as much transparency as I feel is safe and appropriate. You get whimsical answers because sometimes it is a costly mistake to commit to something that ends up completely not working and has to be tabled.

     

    When I posted my first well thought out pitch for improving this game, I settled on trying to find a way to ameliorate the effects of Incarnates and their abilities WITHOUT nerfing destiny, lore, etc.

     

    My suggestion settled on a system that would identify player progress and adapt the files that govern enemy spawns. It was, in my mind, brilliant and subtle; it adapted an existing substructure of gameplay omnipresent everywhere to create a reactive opt-in mechanic where player masochism and natural progression would adapt enemy loadouts.

     

    It couldn't work as designed, due to limitations of other components in the mix. 

     

    If I'd gone public with teasing out a massive system change that was going to revolutionize how the game reacted to your exploits, only to hit this wall months in and have to walk it back... I'd be devastated, and so would you. You'd lose faith, see us as overambitious, etc.

     

    We hold some things close to our chest because things can go nipples skyward at a moment's notice. And when it does, it's often better to not miss what you never had, than to lament the one that got away. 

     

    We're not a bonafide AAA dev company. We have to be very selective with our plans and promises, because our lead coder could get COVID, or I could suddenly find exhausting but gainful employment, or our chief 3D artist could be struck with the flu.

     

    We get chatty when the train is about to roll into the station. We want you guys to be hyped and happy, that something's coming that we're proud of. It means the ideas survived and the journey is almost over. The new guy has completed his training, and the time for content is soon at hand. 

     

    And until it's ready for open beta, all we get is the echo chamber. We know it, we see it. We fight it. I've told testers to run content with no IOs and no duplicated ATs on a team. We do a lot of work. And we don't want to fail on a promise or give away the farm.

     

    Patience please. The whimsy is a coping mechanism for us too.

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  9. Think of it this way. 

     

    That guy is pretty stronk and will self destruct, killing literally everyone. 

     

    You don't need a player with confuse, but by Gord its hilarious when you do. Otherwise, situational awareness suggests RUN!

     

    You don't need sleeps, but when you accidentally aggro the whole room because you thought stealthing ahead was clever, you might have wanted it.

     

    If you want to enjoy the content and the character isn't beefy? Run it at 35-51. Feeling spicy? 52. Wreckless? 53. Straight up Pete Davidson's Blackguard? 54.

    • Like 1
  10. 29 minutes ago, Mezmera said:

     

    I've done a few of those.  Some are just outrageously tough.  Like the ones where the mob is all EB's with harsh debuffs and an AV sprinkled into each one.  All those AV's are a bit much.  

     

    There's one in Linea's creation that I felt would be a good bar.  It was a map full of mobs of Bosses, Lts and an EB with beam rifles and decent debuffs.  There was roving ambushes that really messed you up if you weren't paying attention.  It was a strong plucky adventure without being death on a stick so long as you were capable in maximizing your abilities.  The worst thing about it was the ugly Arachnos map.  

     

    I was set for +4/8 on that but if there was a way for a mission like that to identify when you actually have X amount in your team and scale it without spawning mobs of all AV's I'd think that would be a good benchmark.  

     

    Looking forward to what you have in store for my dom.  She hasn't chipped a nail in a while.

     

    Your dom... good as she might be... will want friends to support her at 52 and beyond. 🙂

  11. Just now, Miss Magical said:

    Personally, I'd hate to see the challenge-less "let's just press a few aoes and delete all the critters in sight" playstyle be catered to even more than it already is.

     

    I'd rather see more challenging content with commensurate and exclusive rewards that actually makes such niche abilities more useful. I was pretty tickled to blow up half a vahz mob by confusing one of their suicide bombers, why aren't there more situations where this is the optimal tactic?

     

    No increases to the dpa of any powers, and especially no increases to aoe damage, please. Also, absolutely no removal of knockback from any powers. Knockback is a disadvantage, but one that you can turn into an advantage with proper use of IOs, terrain or tactics. That's something that should be more prevalent in powerset design. 

     

    It's like you read @Cobalt Arachne's diary. Get on Brainstorm when the beta launches, and you'll be chuffed to bits and such with how your precognition found itself in the ballpark!

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  12. Greetings once again, specimens!

     

    I was politely reminded by @Arbegla (Take your backwards math and get out!) that it's been quite a while since I checked in to let you know what's happening with the Warriors.

     

    I've fielded a lot of feedback and it's steered my design decisions towards reverence of the original designs while still expanding the overall feel of the group.

     

    Page3's development put a serious hiatus on this work. @Jimmy warned me about making promises so I never explicitly set a timeline on the completion of the work. Much to the frustration of many, I try to make sure my work is as good as it can be before it's released.

     

    That being said, the work behind the scenes has been largely updating and diversifying outfits; studying, expanding, and closing off lore threads; choosing new weapons and powers for the units; developing challenging additions to the group for players to face; and texture work. LOTS AND LOTS of texture work. Faces, shirts, tattoos, etc.

     

    What I can say for sure:

    Powers included in the revamp will include swords, maces, axes, brawling, bows, crossbows, throwing knives, and staves. Plot hooks involving the Warriors in development all tie in to deep plot threads carrying us all the way to The Next Big Bad Doombringers, and that some work from this summer has been developed into a full feature coming with Page 3.

     

    So, fear not! I will continue to tease your aching hearts until the day of blissful deliverance is at hand!

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