Jump to content
Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.

Steampunkette

Members
  • Posts

    1339
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Steampunkette

  1. I'm just confused as to how this does anything "Dynamic" or has to do with content development... I'm not -against- it. And I even have thoughts toward content development, myself, which would be bolstered by this change. It just seems like a fairly large expenditure of development resources to not a lot of result. They'd have to reconfigure all the 'Alignment Logic' that exists in the game to just ignore players in general, outside of PvP zones, create a method of agnostic quest delivery (Which would have Heroes doing Villain content) or re-write the content on both sides of the line to fit each side and create an alignment split in how NPC contacts deliver missions to the players that talk to them... All in all, retrofitting this concept would be a fairly massive undertaking unless the team went for a "Door you pass through determines your alignment" mechanic, which would be a 'simple' kludge that would erase your alignment progress every time you side-swapped (Resetting your hero/villain timer) with only Vigilantes and Rogues -possible- traversing the path between the two without losing their alignment... Ultimately I think it would be better to leave the divide as it is and instead focus on the creation of new content that appeals to heroes in the Rogue Isles and villains in Paragon City, so that people more often use the 'Interim' alignments.
  2. Create a series of missions which involve villains engaging in criminal activity. Each of those missions has a Boss-Ambush before it's over. The Boss Ambush contains a random "Generic Hero" or perhaps "Shining Stars" member. When you complete the mission, you get a badge for defeating THAT hero. Create a system where the Badge ID can be checked by the Mapserver in future maps. Use the Badge ID to override the "Random Boss" spawn in future missions in the storyarcs, meaning the same hero boss comes after you each time. Expand the system to heroes and a generic villain (Excluding Bad Penny. No one deserves that)
  3. The easiest analogy I can think of is: Weapon models are Disney Pixar Movies. 3d models moving around. Power FX are Disney Animated Movies. Hand drawn frame by frame.
  4. Captain Powerhouse stated that the Inherent, Opportunity, is going out the window whole-cloth. There will be no Opportunity power in any way, shape, or form. There will be a baseline damage increase. There will not be a target-cap change. And the inherent will have something to do with being a Spotter/Lookout. Ways to be a spotter/lookout include things like increasing ToHit and Perception. But also things like inherent debuffs akin to Surveillance from the Bane Spider EAT, where you point out weaknesses in enemy defenses to increase your group's damage. Or Stealth-Based mechanics which allow you to get into position to garner information you can then communicate.
  5. No... it's not a "Dynamic Weapon". There's no weapon model involved. It's as much a 'weapon' as Radiant Infection's green and red cloud of debuff aura on enemies is a 'weapon'. Or Rain of Fire's Flaming Rain is a weapon. It doesn't exist as a model within the game engine. There's no Geoset that could be put into a display case in your base. You can't "Equip it" and carry it around. It exists as one step down from Particle Physics. We can't "Reskin" it. We'd be making new version of it, from scratch. The only thing we'd be taking from the current Whip Powers is the player model animations. Reskinning only works if there's an object present that you're changing the skin of, swapping one for another. This is more like Dark Blast vs Soul Noir. Different FX, not Different Models.
  6. There is no whip. The whip isn't a weapon whose model we can swap in or out. It's a Power FX. Like the arrows you shoot from a bow, or energy blasts from your hands. Any whip set the team creates would be using an entirely new art asset. Like how Stone Armor has the Crystal option. And it would take a lot of time. But hey. At least the animations are done, right?
  7. ... I think I might need to start writing Storyarcs for the AE that touch on this. Villains in Paragon City. Maybe if I write enough of them, and submit them to the dev team, they could eventually be incorporated into CoH for villainous characters in Paragon. And then do the same thing for heroes in the Rogue Isles. ... I wonder if I can't create a writing project group on Homecoming of like-minded writers to create a "Dev Team" of our own, just cranking out new stories en-masse with the explicit, express, goal of creating a new "Expansion Pack" worth of Cross-Faction content..?
  8. It's what villains do in comic books, Mistyr. They get short term victories and then lose the bigger battle down the line. *shrugs!* As for the Redside content being "I work for whoever" it's shitty, but it was the only way to keep the narrative even marginally coherent. The biggest problem with supervillains is their goals. Heroes all want the same thing: Justice. How they're motivated to that justice is far less relevant than the way they -get- that justice. Which is where the Hero/Vigilante thing comes in. But for Villains? Every villain has different goals and different reasons to -seek- those goals. Whether they're aiming to take over the world or just rob some banks and retire. And it was viewed as 'essentially impossible' to include all those different goals and motivations within the context of a voiceless player character. Because of the way the game was structured, that is to say player goes to contacts to get missions, a portion of the narrative was always going to be cut off. The most important part, in the case of villainy. The Contacts themselves should've been Gated behind a dialogue window in which you decided what sort of Villain you wanted to be, and all of their dialogue written as subservient, defiant, or otherwise -beneath- the Player Character rather than often on equal terms. Then when you picked storyarcs you could have chosen the arc where your character seeks to conquer Port Oakes or rob the bank in Atlas Park, or whatever else. Then you could've actually had some villainous stories... not that you'd ever "Win" in them, since the status quo of the world remains the same as it is no matter how many 'World Conquerors' reach level 50 and do a "Take over the World" arc or whatever. As to Redside being for villains... It never should have been. And it was a terrible 'Let's do things the way they've always been done!" split-the-playerbase conceit. They should've added a shitload of Villainous Content to City of Heroes, then built up the Rogue Isles as a place of Contest with both heroic and villainous content. Heroes trying to displace Arachnos and defeat Recluse and other major villains. Villains taking advantage of the Chaos to make money or make deals or promote their own agendas. They could've themed different zones of Paragon for villainy like working -with- the Skulls in King's Row to eventually displace the Petrovich brothers and control the drug trade in the slums. Then with the 'Druglord' badge moving from them to the Family in Independence Port in a gated continuing storyline to get into a big drug war to try and control the flow of the drugs. And from them to going after Crey when they start slowing down the supply of needed chemicals and stuff, then use the Paragon Protectors to try and expose you as a Drug Kingpin and frame themselves as the Heroes for PR. All of it with various "Local Heroes" coming out of the woodwork to try and stop you, or Cops raiding your drug labs or cash stores... Storylines like that would've completely changed the tenor of how villains work, and created a more nuanced picture than "Everyone in the Isles is evil or at least corrupt and you work for them all" Yeah, the Rogue Isles is being invaded by heroes. There's at least 2 "Villains of Paragon City" supergroups that I know of, too. My hope is to expose people who might never, otherwise, play Redside to the content, there. Because the more people that exist in the Rogue Isles the more likely it is other people will play there. I'd rather have Heroes go Purple than see Redside go Dead.
  9. The NDA always kept him from describing specifics. And would keep him from discussing specifics, even now. He couldn't tell me what the code was, or walk me through different problems it had, but he could describe very loose ideas or share stories about working on the game from a personal standpoint rather than a professional one, if that makes sense.
  10. It cannot be done, currently. The Account Server (The @Globalname managing Server) is separate from the Mapserver, which is where you exist in the game world and interact with people. Once you've logged in, the game is Globalname Agnostic unless some specific call -makes- it check your global name (Like when someone sends a Tell to your account, or uses the /getglobalname function). For it to be changed to check the account server every time you sent a message into any chat, it would drastically increase the number of operations per second as thousands of people queried the account server every time the global, help, or LFG chat got bombed with messages.
  11. Programmers -typically- make comments as they go, often, in case they have to come back or someone else has to work on the given piece of code. Stuff so they understand how it integrates with other code, which pieces are required to make it work, what variables are applicable. I'd put money on it that there -are- comments like that in the pet code. And all over rest of the code, too.
  12. "Buy more" isn't so much a respec as it is a side-grind... but yeah. It's something you can do, already. But a straight "I have this one, I want that one, let me respec this one to that one" doesn't work without the 'Trade in' option because it's essentially a vendor. Which is what you mention in the second line of your post after quoting it from my post. ... You're just using a lot more words to express what I previously expressed and implying I'm wrong about it... I don't understand your intention, here?
  13. I don't think there is a reasonable way to set up an "Incarnate Respec"... You're basically buying those powers from an invisible vendor, with the "Price" of some powers being other powers. Maybe they could set up a "Trade" option, by tier and type, on a real-world 'Incarnate Vendor'... but it seems iffy.
  14. I googled "CoH Source Code" You'll get a hit right out of the gate. Takes 10 seconds or less.
  15. *shrugs!* Maybe it had something to do with how the AI Control was defered to the player? Maybe it had to do with the way the 'Follow' code was integrated into the Henchmen so they followed the player when they weren't commanded to stop or attack a given enemy resulting in them trying to 'follow' enemies they were set to attack? Maybe it had to do with the overall complexity of the AI and the one dude who truly understood it getting shitcanned early on in the process with other people reaching over to try and patch up what looked like his mistakes? Maybe it has to do with the fact that every NPC in the Henchmen pools is already a baked-together entity and you can't yank their AI out without rebuilding the whole NPC essentially from scratch and how much insane work that would be for 23 different entities, at least 4 of which have at least 3-6 different variations that would also have to be torn apart. resulting in the recreation of around 40 different NPCs whole-cloth. Who's to say?
  16. That's not the point of the post which you quoted, so it's a bit of a strawman. The post that you quoted was me expressing how "Fix this thing break that thing" is a function of working with spaghetti code, which has nothing to do with your point. I've got no idea why they didn't 'Just copy-paste' the AI to work for all ranged Henchmen the same way. Maybe the engine's AI system had explicit limits on how many NPCs -could- just sit at range and they picked the ones that they felt needed it most. Maybe there's some kind of big resource-drain in the system that keeps that "Ranged AI" configuration from being spread to too many pets. Maybe magical fairies waved their wands and cursed the game to have most of it's ranged Henchmen run into melee for no apparent reason. The why is up in the air and the amount of 'Shrug' in my soul would launch my shoulders to Neptune. I'm not going to be digging into that code anytime soon to try and figure out why the AI works like it does. But. I trust Castle. If it was some kind of "Easy Fix" then it would've been done, whether by him or one of the other dozen designers and producers who worked with the code and read all of the same 'easy fixes' that people posted on the CoH live forums.
  17. No. I'm not quite done on this point: Castle started working for Interplay in 1993. That's the same year Ezra Miller, The DC Cinematic Universe's Flash, was born. You know when he left Interplay? 1999. The same year Cameron Bicondova, Gotham's Selena Kyle, was born. The Dude's career at Interplay is -bookended- by Comic Book Superhero Actor births, fuckin' Baller. 1999? That's 2 years after Fallout was released. Not Fallout 2. Fucking FALLOUT. And before he worked for Interplay the dude was a Quality Control Tester for Blizzard working on the goddamned Lost Vikings game. After it he joined Quicksilver, then Cryptic, then Paragon, then Zenimax working on Elder Scrolls Online. There are over 55 million people in the United States (Roughly 1/6th of the Population) who were born AFTER he started working in game development. So excuse the fuck out of me for thinking he actually understands the game he spent half a decade of his life hammering away at day in and day out with enough spreadsheets to make all of EVE Online -blush-.
  18. "Shilling" Sure. I'm shilling. Or, y'know, just talking about a friend who I trust to do his job. Sometimes a fix in one place breaks something else. That's just how it goes. Maybe not in carpentry or financial work, but when it comes to incredibly complex programming (Read: Spaghetti Code) it's always a possibility you have to deal with. AI is a complex matter. And thanks to the game's engine being, what, almost 20 years old at this point? It was built on top of outmoded design for 2004, much less 2019. Shoring it up over the years to shoehorn in various functions it wasn't designed to have in the first place, like player-controlled AI dictating attack priorities, or indeed whether the AI attacked at all, was always going to be a hackjob. Forcing the engine to accept whole new commands and command structures that it wasn't designed for. But it's easier to throw off little remarks about how 'you don't break things to fix things' or whatever. Fuck's sake, the man has been in game design since 1993 when he started working at Interplay. But nah. Dude doesn't know what he's doing, right? He only spent 6 and a half years working on City of Heroes. What the fuck does -he- know that you don't, right? Shilling my ass. I ain't getting paid for this shit, and no amount would be worth it.
  19. I played D&D with Castle for literal years and had a fun friendly relationship with him the whole time literally spending hours on Skype or Discord shooting the shit, talking about game design, and stuff on the -daily-. The dude wasn't lying that removing brawl breaks shit. If it was that easy he'd have just done it. It's not like he never thought of it, or never heard people suggest it on the forum. If he said it broke things, it broke things. And a lot of the time, Castle didn't really discuss how things were broken behind the scenes with us as players. Both because it was pointless and it would cause a whole bunch of fatalistic "Game's Broken, let's all leave" ridiculousness. So if Castle said 'Removing Brawl Breaks It' he freaking -meant- it. It means that it was such a big problem that was so often recommended that he had no choice to discuss the matter with the playerbase... Like his involvement in PvP discussion threads and the like and we all remember how those things were massive tire fire trainwrecks. Castle was a hard worker, diligent and brilliant and often hampered by a bunch of people above him who didn't understand the game's inner workings issuing orders on what they wanted done that couldn't be done or -shouldn't- be done demanding he do it, somehow, regardless. (But that's basically how it ALWAYS works, regardless of what studio you're working for)
  20. We see that the Lich and Protector Bots don't have melee attacks. But we don't see what's different in the Lich or Protector Bots AI that causes them to function like they do. But we can infer that it's either incompatible with other pets (for some reason or another), else Castle or one of the other powers team members would've "Just fixed it". However we know that pulling brawl "Breaks" the AI. Why? How? Fucked if I know. But apparently it does. I don't think "Removing Smash" is going to be any different.
  21. It's worth considering... But it's been said that 'just removing brawl' breaks the AI. I'm not sure 'just remove Smash' is going to be any different, in the end.
  22. Oh! No! Not immunity. Every NPC in the game has at least 1 ranged attack and a lot of control effects are also ranged, no doubt! Just some absolute damage mitigation vis a vis Melee attacks. Unless you fly too low. Or the enemy (ARACHNOS) has -fly effects.
  23. Not all. Just the vast majority. And even 'ranged centric' NPCs typically have a few really vicious melee attacks because otherwise they wouldn't hug the Tanker even with a taunt. Nemesis probably has the most 'Almost entirely Ranged' units and even they run in to stab you with their bayonets before standing gormlessly 3ft away, sticking their gun-barrel through your torso, and lining up shots for .75 seconds before pulling the trigger. I wish the AI had better 'escape from melee' functions but the game would become nearly unplayable to the people whose idea of tanking is "Taunt everything then PBAoE 'til it's all dead"
  24. The also keep giving out permanent pets at level 1. Which is just... BWUH? Their design philosophy very much seems to be "This would probably be OP and use a bunch of limited system resources, but that doesn't matter!" They took Illusion Control, put Phantasm at tier 1, and made it a DOMINATOR SECONDARY. So if you're a Water/Illusion Dominator you can start out with 2 pets. Or Wind/Illusion. Also I hate them, forever, for stealing the PB Attacks to make them a Defender Secondary that provides Healing and/or Damage with every single attack.
×
×
  • Create New...