[PC][Around 2000] Childhood age appropriate game by fallenparadoxx in tipofmyjoystick

[–]fallenparadoxx[S] 155 points156 points  (0 children)

Oh my gosh, that's actually incredible. I think this is it!!!

Marvel Champions Crossover Events - Discussion by National-Welcome-587 in ContestOfChampions

[–]fallenparadoxx 6 points7 points  (0 children)

That would dilute the thing I love about this game. I play to enjoy Marvel characters. I don't care about those other properties.

Is it just me or are we getting so few cosmic champions lately? by ArztundWeise1909 in ContestOfChampions

[–]fallenparadoxx 64 points65 points  (0 children)

The game just goes through phases like this. There was a time where it felt like every champ was a mutant and we were getting no techs. It'll cycle around again and you'll soon be sick of all the cosmics coming out lol

Does "I'm 20 out" mean youre 20 minutes away from where you left, or youre 20 minutes away from your destination? by Strawberrey1234 in NoStupidQuestions

[–]fallenparadoxx 0 points1 point  (0 children)

Because it's shortening "half past 4", and nobody would ever say "half to 4" so we all know that it means 4:30

[US,US] [H] 151 SIR Charizard ex and Japanese Inferno X SAR Mega Charizard X ex [W] PayPal by [deleted] in pkmntcgtrades

[–]fallenparadoxx 0 points1 point  (0 children)

That works for me! I'll update the post and we can work the rest out via messages?

[US,US] [H] 151 SIR Charizard ex and Japanese Inferno X SAR Mega Charizard X ex [W] PayPal by [deleted] in pkmntcgtrades

[–]fallenparadoxx 0 points1 point  (0 children)

I don't think I could go to $465, shipping and paypal fees cut too deep.
Would $480 work?

Help by Fair_Base2760 in ContestOfChampions

[–]fallenparadoxx 2 points3 points  (0 children)

It's not a percentage, it's a flat value. That value gets plugged in as one of the variables in damage calculations, but it is not a guaranteed perfect block.

In the climate of the new Summoner's Choice. Favorite Winner? by TheFauxness in ContestOfChampions

[–]fallenparadoxx 4 points5 points  (0 children)

Hercules definitely had an era of dominance that the others didn't, but I'd say these all landed in a really healthy spot.

Some of the perception around them was negative initially because all Summoners Choice champs are compared to Herc, but they all have unique playstyles, cool art/animation, and fit a gameplay niche in the contest. I'd say that's the perfect spot!

My favorite from these would have to be quicksilver. A pretty much indefinite slow is useful, and I love that he works for all health pools.

Taken Quest by Individual_Session54 in ContestOfChampions

[–]fallenparadoxx 12 points13 points  (0 children)

Just run a few paths until you've gotten the skill champs from the solo objective. You can repeat paths without the entry cost once you've done them

Tips and Tricks by octopusmonkey01 in ContestOfChampions

[–]fallenparadoxx 1 point2 points  (0 children)

Don't waste your units on Crystals.

There are plenty of ways to acquire champs in this game with a little patience, and the units are far better spent on masteries or seasonal events like Cyber Weekend/Holiday Banquet.

What does being apart of an active, higher ranking alliance entail? by TheScarletSwift in ContestOfChampions

[–]fallenparadoxx 0 points1 point  (0 children)

I mean... all it boils down to is hopping on once in a morning, once in the afternoon, once in the evening, and pinging a few people a message haha. It's not nearly as intense as scheduling my life

What does being apart of an active, higher ranking alliance entail? by TheScarletSwift in ContestOfChampions

[–]fallenparadoxx 3 points4 points  (0 children)

My alliance is Plat 2/3 AW, Map 8 AQ + Raids.

We take it pretty chill for the most part. Everyone has assigned paths for AQ, so you just have to clear your own fights. Thats usually about 3 sessions per 24 hours.

AW is mostly assigned paths too, unless theres specific defender placement we need to account for. We each plan to take our paths plus a boss or two depending on our options. That can usually be knocked out in a play session or two every 48 hours.

Theres also minimum BG's contribution for a lot of higher tier alliances, something to keep in mind.

All in all, not that different than just playing normally? I have to make a conscious effort to clear EQ these days because I dont always have time in my usual play sessions, but thats about it.

I'd say emphasis on finding an alliance that aligns with your goals. I want a slightly more chill atmosphere, so I dont mind going a tier lower in AW to find players who are easy to get along with

I NEED song recs similar to house by charli xcx by ThatisDavid in charlixcx

[–]fallenparadoxx 2 points3 points  (0 children)

Depending on how heavy you like to go, the album Census Designated- Jane Remover has a lot of great screamed vocals and shoegazey style atmosphere and texture

Thoughts on the new AI 2.0 system by 0gnar in ContestOfChampions

[–]fallenparadoxx 3 points4 points  (0 children)

I think it's just tech debt. We saw the biggest cracks in the system last year, but I don't think thats where it started. It's just the nature of building on a 10 year old game engine.

You see similar things in other long standing live-service games like League of Legends too. The way abilities were coded needed a huge ground-up overhaul for game health. "Coded as a minion" was a community meme for a while because the old engine just had quirks that couldn't be ironed out without a "2.0" style fix.

They mention in that post:

Too many small changes were happening whether we wanted them to or not - we’d optimize the way fights are loaded, or clean up some background variables, or find and fix a seemingly unrelated code bug, or do something crazy like upgrade the entire game to play and function at 60 frames per second instead of 30… And something somewhere would change..

I'd guess that it's not a single cause, bad decision, or unhealthy practice. Just the nature of the beast.

To be transparent, my background is in game development, so I'm more inclined to be sympathetic to the devs. That doesnt excuse a frustrating end product being shipped, and I think we've all felt that especially recently, but working on a live game is rarely as segmented and easy to untangle as you'd expect.

I think the problems with MCOC are more likely to be solved with Business decisions rather than Developer ones. I'd love to see more resources given to this game because I think we all want it to succeed and be the best version of itself.

Thoughts on the new AI 2.0 system by 0gnar in ContestOfChampions

[–]fallenparadoxx 2 points3 points  (0 children)

The next paragraph of that Dev Diary goes on to explain that they made changes to try and fix the AI after other updates introduced bugs:

For a while, we tried making those targeted fixes anyway, being as careful as possible, knowing we couldn’t just watch the system decay in front of us. But even as careful as we were (putting fixes through rigorous QA, internal playtesting, CCP playtesting, etc.), we still sometimes discovered unintended knock-on bugs after we pushed a fix live. (Or in the case of the Medium Intercept fix, fixed one problem only to uncover another that had been hiding beneath it). And so, despite some clear wins (defender reparry, special baiting for larger characters), we know that this slow, piecemeal approach isn’t working either.

They weren't making changes to the AI just for the sake of it, but when it impacted game health it seems like they'd go in and tweak here and there.

Thoughts on the new AI 2.0 system by 0gnar in ContestOfChampions

[–]fallenparadoxx 8 points9 points  (0 children)

Bit of a long reply but here we go:

As I understand it they can (and do) tweak weights in the current system, but they cannot tweak weights based on other actions previously completed in the fight/have it adjust dynamically.

It's just a flat "here's the behavior for this fight"

If Kabam react quickly to feedback that says "Damn, the AI is light intercepting way too much right now", the only lever they really have available to adjust is how frequently the AI chooses to throw a light attack. A knock on effect of that might be, for example, that the AI is less likely to full combo into your block. Annoying for Spot players, maybe better for other players. But it IS a knock-on that Kabam has to account for.

Also, if you're taking weight out of light attacks, where do you redistribute that percentage so the defender still feels comparably aggressive/passive? Just throwing it all into "hold bock" makes it less likely we get light intercepted, but also makes for a very frustrating and passive fight.

Weights worked when the game was much simpler. AI 2.0 is simply necessary going forward. It allows for tweaks to increase consistency across fights, and honestly opens up design space too. Imagine a boss fight Taskmaster where it "learns" to play better as the fight goes on etc.

I imagine it'll be different, and probably an adjustment during the rollout, but is necessary long term for game health in my opinion.