Recent posts
#1
Last post by Redlynne - Jan 14, 2025, 11:40 PM
Quote from: Joshex on Jan 14, 2025, 07:51 PMso, If I'm understanding this correctly, you cannot for example use a name of an already existing power but give it different abilities for this specific set?
There's the issue of name confusion, yes ... but I was talking about a different point.
Every Tanker Secondary powerset has a "Taunt" power.
Most of them are even named "Taunt" explicitly, while some use different more flavorful power names.
The "Taunt" power is somewhat AT defining, so the specifics of the power are simply copied over into every Tanker Secondary. The same thing happens with Placate powers for Stalkers.
When you have multiple powersets that have "the same power" in them (such as Taunt or Placate), the details don't really change for the different powersets of that AT.
So far so good?
Now think about the T1 attack power for say ... Defender Secondaries.
Yes, they all have different names ... but are they all copy/paste repeats of the exact same power?
No they're not.
Would it be a good idea to make them all "same-y same-y" as T1 powers in terms of their game mechanics, attributes, details, etc. ... such that if "you've seen one, you've seen them all" ...?
The point that I'm driving at here is the age old maxim of
Familiarity Breeds Contempt when you've got powers that are just copy/paste jobs between 2+ powersets, even if the power names change.
One of the things that makes CoH so "flavorful" and meaningful to play is that the various powersets for ATs are NOT copy/paste jobs. It's actually relatively rare to encounter 2 powers in different powersets that "work" exactly the same (game mechanically as well as user facing stuff like animations and FX).
Martial Arts and Kinetic Melee are broadly similar ... yet they're distinctly different from each other.
Broadsword and Katana, as well as Axe and Mace, might have strong similarities in terms of how their powersets are structured and how they "work" ... but they still have important differences that make them PLAY differently, so they aren't just copy/paste reskins of each other.
It's okay to look at other powersets to find something CLOSE to what you want to do, since that gives you the benefit of precedent to work with and baseline against.
What's NOT okay is to look at other powersets, copy/paste and file off the serial numbers and expect people to not recognize what you've done. EXACT duplication of powers creates perception problems, because it means that those (now) "shared" powers become less UNIQUE and SIGNATURE to the powerset(s) they appear in.
Yes, every Controller Primary gets a single target Hold and an AoE Hold ... but are those powers EXACTLY the same for all Controller Primaries?
After the "normalization" of the AoE Holds @ Level 18 done by Cryptic Studios (when the Containment mechanic got introduced) ... the AoE Holds of Controllers became something they all had in common. But the single target Holds have some interesting and unique differences to them across all of the Controller Primaries.
Likewise, most Controller Primaries have an AoE Immobilize ... but some don't (Illusion and Mind Control come to mind).
Both Illusion and Mind Control have a single target Confuse power, but the details of their respective versions are not an exact copy/paste job, so there are differences between them, which then gives each powerset their own uniquely flavorful spin on the way "their" version of Confuse works in actual gameplay.
This is why I say that you shouldn't just be lifting powers (whole cloth, unmodified) and doing a copy/paste ala carte job with them into a proposed new powerset. Any kind of really obvious duplication like that "cheapens" the original power and the copy of it (even if you change the power names).
#2
Last post by Joshex - Jan 14, 2025, 07:51 PM
Quote from: Redlynne on Jan 06, 2025, 11:34 PMAlso, you can't have a direct port of another power in the game (except for a cosmetic name change) without "cheapening" both the original AND the knock-off power. Ideally you want each powerset to have its own "unique spin" on powers, to prevent powersets from becoming interchangeable.
so, If I'm understanding this correctly, you cannot for example use a name of an already existing power but give it different abilities for this specific set?
well, I've been thinking about it, I know Black Hole already exists, not sure if any others currently exist. in this case I'm thinking we need an Adjective in front of black hole desscribing the specific traits of this black hole which differentiate it Crushing Black Hole, or Destructive Black Hole, or Consuming Black Hole or somthing like that. I'm really not sure on the name, just floating a naming convention idea.
your thoughts are appreciated.
I know theres alot more problems with my set suggestion at this point than just names. still have yet to sit down and actually go over it and properly add in mez protection of some amount somewhere (or split between multiple places -mag10 to Stun and Disorient on one power - mag12.98 to sleep on another in example. (Firey Aura does it like that).
#3
Last post by Joshex - Jan 14, 2025, 03:06 PM
Currently I'm working through Guardian, there's alot less copy pasta I can do from primaries here as the sets are unique.
for anyone who wants to help with text input, this is the dictionary system I'm using:
secondaryDict['Guardian'] = {};
secondaryDict['Guardian']['Atmospheric_Composition'] = ["Charged Armor", "Gale Winds", "Grounding Shield", "Static Shield", "Steamy Mist", "Mass Energise", "Snow Storm", "Power Sink", "Freezing Rain"];
secondaryDict['Guardian']['Atmospheric_CompositionValues'] = ["Charged_Armor", "Gale_Winds", "Grounding_Shield", "Static_Shield", "Steamy_Mist", "Mass_Energise", "Snow_Storm", "Power_Sink", "Freezing_Rain"];
secondaryDict['Guardian']['Dark_Composition'] = ["Dark Embrace", "Twilight Grasp", "Tar Patch", "Obsidian Shield", "Murky Haze", "Shadow Fall", "Cloak of Fear", "Soul Absorption", "Howling Twilight"];
secondaryDict['Guardian']['Dark_CompositionValues'] = ["Dark_Embrace", "Twilight_Grasp", "Tar_Patch", "Obsidian_Shield", "Murky_Haze", "Shadow_Fall", "Cloak_of_Fear", "Soul_Absorption", "Howling_Twilight"];
secondaryDict['Guardian']['Energy_Composition'] = ["Kinetic Shield", "Siphon Power", "Power Shield", "Entropy Shield", "Inertial Siphon", "Mass Energize", "Kinetic Dampening", "Transference", "Fulcrum Flip"];
secondaryDict['Guardian']['Energy_CompositionValues'] = ["Kinetic Shield", "Siphon Power", "Power Shield", "Entropy Shield", "Inertial Siphon", "Mass Energize", "Kinetic Dampening", "Transference", "Fulcrum Flip"];
to explain it so it's simple:
secondaryDict['Guardian'] = {};
secondaryDict is the name of the dictionary
['Guardian'] is a "key" in that dictionary, Keys are a name that can be searched and that name returns any sub-keys or data, so if I printed out secondaryDict['Guardian'] right now I'd get a list of subkeys: ["Atmospheric_Composition", "Atmospheric_CompositionValues", "Dark_Composition", "Dark_CompositionValues", "Energy_Composition", "Energy_CompositionValues"].
I use ' which is a "single quote" and also called an apostrophe like in "there's" or "it's", I tend to reserve single quotes ' rather than double quotes " for key names, where " double quotes are reserved for "strings of text". it makes reading the code easier.
we wont get into combining the quote types as it will not be necessary for keying or data entry.
"= {};"
this tells it that secondaryDict['Guardian'] is a dictionary data type. = means this variable name = what I put after it, {} means dictionary, ";" means "end argument" it essentially tells it not to continue looking for more information to compute for this line on any further lines. it's like a javascript period meaning end of sentence.
fun lesson for those who don't know: dictionary keys can be written like this {keyname: value} so in example {"HP": 1200}, or {"Guardian": ["Atmospheric_Composition", "Atmospheric_CompositionValues", "Dark_Composition", "Dark_CompositionValues", "Energy_Composition", "Energy_CompositionValues"]}
"secondaryDict['Guardian']['Atmospheric_Composition'] = ["Charged Armor", "Gale Winds", "Grounding Shield", "Static Shield", "Steamy Mist", "Mass Energise", "Snow Storm", "Power Sink", "Freezing Rain"];"
this calls the dictionary named secondaryDict and grabs the value of guardian then from that list of values it specifies further that I only want to grab the value of "Atmospheric_Composition"
the "=" here is telling it that I wish to set the value for the key "Atmospheric_Composition" whatever is following it will be the key it returns when called.
"[];"
this is a "list" or "array", with an ; end sentence telling it "go no further for values of 'Atmospheric_Composition'".
["Charged Armor", "Gale Winds", "Grounding Shield", "Static Shield", "Steamy Mist", "Mass Energise", "Snow Storm", "Power Sink", "Freezing Rain"]
this list contains the power names as strings "" separated by commas , . this is as far as we are going at current, just inputting power names, in level order for the Archetype.
what do these lists do?
below the dictionary in the actual script I have code which checks a drop-down menu value in the webpage and then based on the name of that drop-down menu option it will return the list of powers with that powerset name.
then for each power in the list, in order, it creates a button in the space below the dropdown menu. these buttons will eventually allow users to select their powers.
what about the keys that say the powerset name followed by "Values"?
secondaryDict['Guardian']['Atmospheric_CompositionValues'] = ["Charged_Armor", "Gale_Winds", "Grounding_Shield", "Static_Shield", "Steamy_Mist", "Mass_Energise", "Snow_Storm", "Power_Sink", "Freezing_Rain"];
it's almost the same as the other list, but here there's no spaces, dashes, nor apostrophes in power names. this is important because these texts are used to create object IDs, object IDs are like names which can be used to select an element in the webpage document to then apply some action or code, so giving each button a unique ID is important. however IDs throw errors with things like spaces, -, ', in their name, the errors just cause the code to stop and the button will just be skipped(it wont make the button if you do "Executioner's Strike" or "X-ray Beam" as the ID name, instead we'd do "Executoners_Strike" removing the apostrophe and replacing the space with _ underscore, and "Xray_Beam" for the names of the IDs. this means creating a second list with the power names which I named 'powerset_nameValues'
that's what I'm doing right now. I've completed the entire primary powerset dictionary and the code to create primary power buttons.
for the secondary dictionary I've done blaster, controller, scrapper, defender, tanker, peacebringer and warshade, then started on guardian. I still have the "villain" ATs secondary sets' to input. so that's where I am if people want to help.
#4
Last post by Joshex - Jan 14, 2025, 03:21 AM
I had one of my super lucid vivid dreams yesterday,
I asked the year, they told me 697, I asked "AD or BC?" and they said "Inclusional" then when I had no idea what that was they told me about another place down the road that might be able to answer the question better, and so I went and they told me the year was 5697, and that under "inclusional time" they dropped the thousands to make it easier like we did to BC time.
I am now reminded years back of an irl event where the fbi was convinced I was a time traveller, at the time I had not experienced any such dreams. so I assured them I was not a time traveller as far as I knew and it was just a misunderstanding based on me having the exact same name as and being born in the same city as a guy who died in 1920 with a life insurance policy with no listed beneficiary because he was literally a paper-trailess ghost of a man with no known relatives.
but.. do I really believe I travelled to 3994 and 5697? :\ I'm not convinced.
the place downt he road in 5697 was a militia outpost with army types in tan camo gear, they were named by the accronym T.R.U.M.P. but not named after any person called trump but rather referencing a trumpet or the sounding of a trumpet for warning or battle. T stood for Tactical, M Stood for Military, P stood for Personnel I forget what the other letters stood for they told me and showed it written out.
in 3994 people lived in "micro cities" as stated before, but in 5697 people lived in community houses, where 20 people might live in one common house. houses were far from eachother connected by dirt roads and surrounded by nature and canopied by trees for the most part to make them hard to see from the air.
People used laptops, didn't see any phone like devices. I mentioned my own computer which I had brought, they commented on how crazy I was to tote around such a heavy thing (it is kinda a hulking mobile workstation), I said it might turn on, but I likely wouldn't be able to connect to the internet because I have no idea what the internet protocols were like or if any of the data systems were compatible and they seemed to think "internet" was not a good word, it made them taken a back that I'd even suggest using it.
the fact that people essentially didn't congregate and everyone was so widespread from eachother protected by local militias, tells me there was likely a considerably smaller population than now.
if that is the future.. "what a lovely future people have to look forwards to" and the other question I have is "why am I being shown these futures?" I mean they are supposedly well past any normal lifespan from now. oh well.. I guess I'll have to try to remember to ask, lets see them(dream characters) come up with an answer for that. I hope they don;t try to tell me to prevent some terrible event in the present.. lol. I don't want to be that kind of raving lunatic.
I told the militia in 5697 that I came from 2025 and the state of the presidential election. they seemed to think significant events would soon follow, but did not disclose what. are these dreams? or something else entirely.
I hessitate to share these dreams sometimes. I had decided not to share this this morning. but this evening for some reason I decided I should share it if even because I said these kind of dreams were the whole reason for this online log.
I did have one dream that came true the next morning. it had to do with the verdict the jury handed down in a recent case. in the dream it was word for word. but I'm not certain if someone had been watching the news in my house that morning while I slept or not. so I am still conflicted as to whether I had "foreseen" anything or not and whether there is any evidence of my dreams of future events actually having any validity in reality.
I remain skeptical. but. I'm starting to question that skepticism. all it would take is an event I feel the need to write here coming true after the fact. like google failing and everyone being told to get anything they hosted on google drives or any part of the google network like youtube off before the servers shut down. if that happens, then I might take my dreams more seriously, but still with a grain of salt.
#5
Last post by Joshex - Jan 13, 2025, 04:54 PM
autofollow appears to be based on a gradual speed curve rather than based off a linear progression rate, in addition it slows you to the speed of the target you are following. One more issue is the pacing, it seems to stop you just out of melee range.
Even for PvE this is annoying. why can't I zip to a target at my speed? why does it always take forever to get in melee range?
I propose the creation of a setting or 2 to control this:
Auto-Follow Distance: Close Melee, melee, short range, moderate range, long range, sniper
Auto-Follow Speed: Target Speed, Player-Character Speed
Auto-Follow progressing: linear, distance movement-speed curve
yeah, sometimes you may overshoot an enemy at fast follow speed, but it's better than following a slow moving stone armor Outcasts enemy at Thier speed essentially waiting til they stop and then slowly reducing speed until you enter melee range... that's gruelling.
so yeah, I suspect there shouldn't be any real opposition to this change, other than the amount of work it entails. but really this is a quality of life thing.
Melee is typically like 4 to 7 feet so at current the auto follow tends to stop right at the outer reaches of melee, which means sometimes the angle puts you just out of melee range. having a "close melee" that takes you in to 2 to 3 feet may have you push against an enemy, but also supply a greater cast-rate for melee attacks as it ensures you are closer than the melee attack distance.
#7
Last post by Joshex - Jan 13, 2025, 02:15 PM
I hear that, but the way I consider it is, for any at and build that put in time to design a careful build for their AT and sets, making it able to stand by statistics+basic strategy, then you tell them "nah you need max flight speed or everyone with a half-assed move speed build will just joust you", it crosses a line from a comparison of sportsmanship, to just blatant disregard, everyone will make dozens of cheap move speed builds with a couple cranked-out attacks.
the point is if it relies on move speed to "cheat" having to build yourself solid, then move speed needs looking at. and as proposed the old TS was designed with lower move speed caps in mind, so it needs adjusting. but as stated due to the way it's built at current it's not proportional to total speed, just a multiple of base speed, which wont scale well and allows abuse "all you have to do is get 60mph over the travel suppression reduction and you can bunny hop and joust, even though you're not supposed to be able to do that".
essentially travel suppression now only effects those who don't max out their speed, to a very disproportional amount of effect. it's pretty bad when you have this one guy bunnyhoping all over the place taking cheapshots on anyone with low health stealing kills from the people who wore them down as nothing more than an opportunist. it makes the real fighters want to move to another locale, but if that player follows...then you seek adjustments after figuring out what system he has abused and broken to be able to bunnyhop or joust.
but if the devs aren't willing, even though they acknowledge the problem, then you'll get less and less people involved in pvp. which kinda defeats the purpose of having it at all. essentially, pvp here is a very small group, because of the "speed abuse" that is now possible.
on protector server back on Live, when movement speeds were much harder to achieve whilst keeping any real power in attacks and defenses, and the caps were lower; you had people eyeing the list of online users looking for anyone in PVP zones, it was common on an average day to cross paths with a PVP zone lurker, and then you'd likely die the first time because they caught you off guard, then have a good brawl the second time, evevn if they were ranged, travel suppression would slow them considerably after attacks so you could chase. in those days the paragon devs lauded how balanced it was. it was about your build, not your move speed or some other cheap trick. sure movement was important, over small distances, you know to step out of AoEs, or back out of range to snipe then placate with a good amount of stealth then kite to make it hard to be retargetted. ranged and melee had their strategies, each one could win, and it was based on a good build + mechanics, rather than mechanics + a so-so build.
oh well, if the devs here aren't willing to see that people are finding aways to do things that were supposed to be bmitigated by travel suppression.. or aren't willing to consider revisions to fix it, then people just wont pvp as much. it really is a shame, given how it was balanced on live. I mean thats the whole reason powers have different outputs in pvp, perhaps move speed powers should have pvp alternates which give considerably less speed so that like 65mph is the output of a pve move power that does 102mph before travel suppression, so at lv 30 65-40 = 15mph versus unenhanced 10mph, but I like the proportional multiplier I designed better as it does afford something for effort in move speed whilst mitigating abuse. essentially at lv 30 it mitigates you to 21.3% total uncapped speed.
#8
Last post by Redlynne - Jan 13, 2025, 09:05 AM
Travel power suppression was implemented by Cryptic/Paragon Studios to prevent "jousting" as a PvP strategy (the CoH equivalent to "bunny hopping" in PvP in other games).
It was a kludge then and it's a kludge now (still).
The foundational problem is that City of Heroes is fundamentally a PvE game, with only a vanishingly small minority of players engaged in PvP (despite plenty of game infrastructure having been built and dedicated to the purpose, starting with the oversized and essentially EMPTY Arena buildings). All attempts to "nudge" City of Heroes away from being a good PvE game into being a "fair" PvP game have foundered upon the fact that Player's are CRAFTY and CLEVER, able to leverage ANY advantage they are given in extraordinary (and unforeseen) ways.
One of the basic mismatches is that "games ought to be FAIR" in which opponents are (supposed to) have "equal opportunities of winning" ... such that the only deciding factor in combat ought to be Player Skill.
Of course, we all know that is NOT the case for how "fights to the death" work.
It might be how "fighting for sport" works, but not how "fights to the death" work.
SPORT fighting can have all kinds of RULES imposed on it to try and create a "level playing field" for the contest to take place.
DEATH fighting is all about MAXIMIZING ADVANTAGES such that your opponent cannot effectively fight back, rendering them PREY for the taking.
In medieval times, it was the armored knight on horseback with a lance who could kill any footman with a cavalry charge that was a Big Threat military strategy.
Counter? Massed longbow archery protected by pikemen for the "we hurt you, but you can't hurt us" response.
In WWI aviation, there was the entirely conventional strategy of Attacking Out Of The Sun, because if your opponent couldn't SEE you (until it was too late) the element of surprise and first strike would often win the day.
Counter? Massed formations of planes who would be able to cover each other in which some would survive the first strike from surprise.
In the past decade, in combat against non-state actors, the Improvised Explosive Device (IED) became something of a preferred tactic and strategy for surprise attacks.
Counter? Improved sensors, armor and training to be prepared for ambush.
So this cycle of Measure vs Countermeasure is hardly something new in the history of mankind.
Extending it into the realm of PvP with superpowers, there are going to be matchups where things get "decidedly unfair" in terms of tactics and strategies.
- Teleport Foe onto piles of Trip Mines being a classic (functionally a YOINK! onto a group of IEDs).
- Jousting via excessive speed being another.
- Hover Sniping thanks to extreme Range enhancement has been a favorite in PvE before it became a useful strategy in PvP.
- Mez vs Squishies being something that predates PvP, since it is a major threat in PvE already.
- "Juggling" via repeated Knock* powers that preclude opponents taking actions is another favorite.
My point being that PvP is
fundamentally and foundationally UNFAIR to those who participate in it. Trying to make PvP "fair" for everyone and anyone who engages in it is something of a Mug's Game.
So far, the only successful way to "balance" PvP games has been to essentially "lock" Players into a set of predefined classes of combatant (like how Team Fortress 2 or PUBG does it), rather than the BYOB (Bring Your Own
Beer Build) method of allowing Players to bring their PvE characters into PvP and EXPECTING everything to "balance" the same way that they do in PvE (where Players
mow down hundreds, if not thousands, of Foes between individual defeats).
The "demands" of PvP are NOT the same as the "demands" of PvE ... so of course any system that starts on a foundation of PvE will tend to founder when it needs to cater to the demands of PvP "fairness" in outcomes.
Gets worse when you realize that in PvP, NO ONE wants to engage in a "fair fight" ... because in PvP the motivation is to make the fights as UNFAIR AS POSSIBLE in order to extract an advantage over your opposition that they will find hard to counter.
#9
Last post by Joshex - Jan 12, 2025, 09:26 PM
so, travel suppression especially the actual "travel" parts of it are outdated. I assumme they have not been updated nor reconsidered since Live.
since live there have been alot of changes to travel powers, and recently a change to the movement speed caps.
we could at least adjust the travel suppression proportionally... but actually no we cannot(using the current travel suppression system, I'll explain later). I did a bunch of math, the base fly speed (without fly powers) in example is 21.48mph at lv 50. I went into a pvp zone and attacked an enemy and got the travel suppression info for lv 30, it's - a multiple of 1.87 base fly speed(only dependant on level, one Uniform rate for everyone regardless how many speed boosts you have and regardless the max (uncapped) speed your powers total to) which comes to -40.1676mph. now with jetpack my fly speed is 51.04mph (at 50), these numbers wont be exact as I'm comparing lv50 and lv 30 stats and suppression but it's illustrative.
51.04 - 40.1676 = 10.8724mph remaining, which is like a slow jog in game. meanwhile with default out of the box fly, fly speed totals to 67.76, which is understandable that a power choice would be slightly better than a temp power. "roughly 17.72mph better". which means roughly we're talking 28.2924mph after travel suppression. this is also relatively slow, and quite fair honestly, it's still with-in reason for such an attacker to be attacked back as people can catch up at 28mph, and no one is dropped to a speed of 0mph by suppression alone.
according to mids the old flight speed cap was 58.64mph, however somewhere (mids) I get varying caps now with afterburner, from 67.76mph to 80.11mph as a cap. alot of this is new and was not present when travel suppression was designed. I've been told the cap was raised even further in game now to 4x this (another player as source).
if the old travel suppression for fly speed was 1.87*base fly speed, based on a cap of 51.04, if the true cap is now 80.11, travel suppression should echo this; 80.11 / 0.5104 tells us that the new cap is 156.9553291536% of the old one so increasing the travel suppression multiple by that to compensate for this raise in cap would give us 1.87 * 1.569553291536 which gives us a modified travel suppression multiple of 2.9350646551 or roughly 2.94 which * the base flight speed 21.48 would be -63.0451887931mph which is obviously well above the default fly speed of jetpack and would slow down default out of the box fly to less than 4mph.
this means such an adjustment is unreasonable, meaning the changes to the flight speed cap cannot be reflected in travel suppression the way it's handled now.
this means adjusting travel suppression for flight speed would have to factor a multiple of the individual character's Total flight speed, rather than their base.
wait stop, why is this necessary at all?
alot of changes have happened, major revisions to aerobatics for example, changing afterburner into it's current form, ALOT more +fly speed is now possible than on Live. just flyspeed IOs 6 slotted alone on both fly and aerobatics with afterburner yeilds 102.4mph (capped at 80.11), and inherent slots on health and stamina have freed up 4 extra slots which could be abused to more easily cap fly speed even to 80.11 easily, giving a stark disadvantage to non-flying players. it is my understanding that travel suppression sutracts from the total mph uncapped then applies the cap if necessary. where 102.4 - 40 is 60mph which is greater than the former cap of 51!! thats cruising
Zip Zoom YEET I attacked and I'm gone seeya! I'll be back to snipe ya just out of range SUPA FAST you wont have to wait long for defeat. essentially you don't even need a good build, just a glass cannon with lotsa flyspeed, recharge and tohit from a couple build-ups. real easy to just destroy anything in pvp without trying. all because of increased fly speeds and travel suppression disproportionally effecting players compared to what it was before all this. make a good build with some def, regen and some good pvp tricks like debuff AND the glass cannon sniper trick? that's a blatant abuse of the pvp system, it'd be hard for much to stand against it.. it's a very one-sided fight.
I'm not naming players, I respect the player that was doing it, but it highlights that changes to the game since live have yet to be balanced in pvp. and speed caps are one of them that is pretty badly needed.
on Live, it was actually pretty difficult to build a speed cannon that had any form of defense or regen or anything at all to help it stand. a few good hits and it'd probably be mezzed, held, stunned, slept or otherwise dropped. and so it was fair. but now, it's MUCH easier to do not just a speedy-glass-cannon but rather a scrappy-speed-glass-cannon.
however for builds that are not all trying to abuse the speed caps, or where picking a travel power means dropping alot of survivability (on an AT and sets where that is what you are is survivability), just so you can catch a speedster kinda says "don't play anything that can't fly", and "wasn;t this the whole purpose of Travel Suppression to begin with? (I remember the arguments from the Live servers which led to it)) and makes me look at those "you must be on the ground to use this power" powers and all those armors on tanks which require so much patching up with extra powers and being forced to take kick or boxing to get them, and no major improvement to the speed of getting def or res and say "this is no longer a pvp where most tanks that were good before can stand., this has become a lop-sided pvp system just down to move speed"
I mean did we learn nothing from the past? I've seen other PVP in the past where people learned the speed'n shoot realy fast, they'd just circle someone at range and fire fire fire., there was no way a non-ranged could ever reach them they were just too fast. that was so very long ago (in a game I can't even remember the name of) that, I thought we learned our lesson collectively, (that probably wasn't even an online game now that I'm remembering it a bit better, still can't exactly remember what it was exactly though).
the old speed tricks where "I'm not over powered you just either need to move as fast as I do, or have a full team to take me down."
So yeah Travel Suppression based on speed need to be proportional/relative to the amount of speed a player has. if the total speed is 102.4mph -40mph from a 1.87 modifier is still going leave sonic the hedgehog quite giddy with his puns about everyone being slow. but if it were not 1.87* base speed, and rather your flyspeed * 0.213, that'd be a different ballgame. that would bring it back down to where move speed is not king where builds can still play without move speed.
lets illustrate this: your flyspeed (102.4)* 0.213 = 21.8112mph after travel suppression.
Why 0.213?!
51.04(total flight speed at 50 with jetpack) - 40.1676(this is 1.87* base speed (21.48mph)) = 10.8724mph (the speed this jetpack user can fly at after travel suppression) keep these numbers in mind.
(10.872/ (51.04/100= 0.5104))/100 = 0.213 using this number gives us the proportional percent(multiplier) of the total fly speed that is fair to leave the character with after they attack for the next 3*attack tier seconds, (where attack tier is 1 to 8?, so for superior damage it's 24 seconds?).
1 to 8 is based on: weak(1), light(2), minor(3), moderate(4), high(5), very high(6), extreme(7), superior(8 ).
the thing here is "21.8112mph" is still comparitively much faster than toons with a jetpack (10.8724mph) and faster than toons with fly alone and one slot with an IO (80.19 * 0.213= 17.08047mph)
Speed still means somethign and gives a slight advantage without it being overpowering like it is at current:
jetpack(10.8724mph) "I can still move at a jogging pace", fly 1-slot (80.19 -40.1676 = 40.0224mph) "I'm almost fast enough for an average plane to take off", fly 6-slot aerobatics 6-slot +afterburner (102.4 - 40.1676= 62.2324mph) "Seeya! Byelo! I'm A YEET OUT after I spank ya."
can you see the difference?
also that's just illustrative for lv 30. but using the same algorithms with different numbers from different level pvp travel suppression can generate such a multiplier for any level.
#10
Last post by Joshex - Jan 12, 2025, 03:30 PM
update, it's not just the lightning rod recticle, nor is it just TP attacks, I noticed there's some invisible overlay box of some sort, or something, which is interfereing with mouse-over sensors in game periodically, I have to reangle to camera and sneak the mouse towards it from inconvenient angles, for example to click-select a player directly in view.
at the time there was nothing behind the camera at all. leading me to believe it's some invisible box on the UI. I tested it and the same area where I could not select a player in view no matter how close I got, was the same area in which the lightning rod recticle was either; not showing up at all, red, or white but not responding to clicks.
this is a difficult thing to narrow down as it only happens "Sometimes", this leads me to believe theres some orphaned explanation window or something that has no graphics, no text and no background (so it's completely invisible) spawning in relation to some event related to the mouse, (likely something like a future feature meant to give a description of objects the mouse is over) but that box has Mouseover collision causing mouseover not to be calculated beyond the box until the box is removed, the removal of the box is triggered by moving the mouse pointer off it and rotating the view which causes a recalc of collected objects in the scene or redraw which then updates the client's understanding that the box is no longer there.
this is all speculation based on experiences encountering this mouse-over-dead-zone-ghost-box.
I had done a similar thing to myself in one of my game projects, the fix was the box could not be a Static object, it had to be a Sensor or Mouse-over would stop at it and ignore everything behind it.
I suspect a window more and more because for example the chat box, contact window, powers window, trays, insp window, enhancement window, navigation, salvage window, recipe window, incarnate powers window, target window, additional tray windows, buff icons, and health end and level bar all cause the same reaction as this ghost.
the thought occurs to me, that as I'm speculating it's an invisible box; what if it IS the visible windows?, what if at some point the mouse, after touching a window, fails to recognise it has left a window bounds(because the mouse was moved too quickly)?
this would potentially be updated when the view is adjusted and might explain the issue.
anyways these are my observations related to this event.
I had a video on discord a long time back showing how objects blocking the player from the recticle placement location trigger a red recticle that wont turn white until the mouse is moved to a visible location in line of sight to the character AND the view is rotated. that's right, without the view being rotated the recticle will not update and will stay red even if it's directly below the character.
wheras window interaction doesn't cause a red recticle, the recticle is white but wont respond when left-click is done, this is why I suspect this is a window bounds bug.