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Posts
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Joined
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Venture...you essentially said "It can't get any worse." Oh boy.
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My question about the newly awarded DC is...has this been announced in-game? One of the primary problems concerning AE arcs is advertising. Since it's known that the forum community is not everyone in the game, some sort of MOTD/admin message would make sense.
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With this the Terra Volta Reactor Trial being WST this week, figured why not update the look of Jane Hallaway.
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standard Color1 49, 65, 97 Color2 0, 151, 153 Color3 49, 65, 97 Color4 0, 151, 153 } CostumePart "" { Geometry Smooth Texture1 skin_bare Texture2 None DisplayName P3937616722 RegionName "Upper Body" BodySetName Jackets Color1 49, 65, 97 Color2 0, 151, 153 Color3 49, 65, 97 Color4 0, 151, 153 } CostumePart "" { Geometry V_FEM_BOOT.GEO/GEO_LlegR_Rubber_Boot_02 Texture1 !X_Boot_Rubber_01 Texture2 !Boot_V_Rubber_01_Mask DisplayName P2104750136 RegionName "Lower Body" BodySetName pants Color1 88, 68, 57 Color2 183, 135, 40 Color3 49, 65, 97 Color4 0, 151, 153 } CostumePart "" { Geometry V_FEM_BELT.GEO/GEO_Belt_Security_Belt_05 Texture1 !X_Officer_Belt Texture2 None DisplayName P177456852 RegionName "Upper Body" BodySetName Jackets Color1 49, 65, 97 Color2 0, 151, 153 Color3 49, 65, 97 Color4 0, 151, 153 } CostumePart "" { Geometry Medium_04 Texture1 Long_01a Texture2 Long_01b DisplayName P2681220175 RegionName Head BodySetName standard Color1 0, 0, 0 Color2 26, 17, 0 Color3 49, 65, 97 Color4 0, 151, 153 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 49, 65, 97 Color2 0, 151, 153 Color3 49, 65, 97 Color4 0, 151, 153 } CostumePart "" { Geometry None Texture1 None Texture2 None DisplayName P2793026233 RegionName Head BodySetName standard Color1 49, 65, 97 Color2 0, 151, 153 Color3 49, 65, 97 Color4 0, 151, 153 } CostumePart "" { Geometry V_FEM_EMBLEM.GEO/GEO_Emblem_Dress_Tie_03 Texture1 !Emblem_V_Tie_01 Texture2 !Emblem_V_Tie_01_mask DisplayName P2281134661 RegionName "Upper Body" BodySetName Jackets Color1 49, 65, 97 Color2 255, 255, 255 Color3 49, 65, 97 Color4 0, 151, 153 } CostumePart "" { Geometry None Texture1 None Texture2 None DisplayName P772741860 RegionName "Upper Body" BodySetName Jackets Color1 49, 65, 97 Color2 0, 151, 153 Color3 49, 65, 97 Color4 0, 151, 153 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 49, 65, 97 Color2 0, 151, 153 Color3 49, 65, 97 Color4 0, 151, 153 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 49, 65, 97 Color2 0, 151, 153 Color3 49, 65, 97 Color4 0, 151, 153 } CostumePart "" { Geometry None Texture1 None Texture2 None DisplayName P2371314042 RegionName Head BodySetName standard Color1 49, 65, 97 Color2 0, 151, 153 Color3 49, 65, 97 Color4 0, 151, 153 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 49, 65, 97 Color2 0, 151, 153 Color3 49, 65, 97 Color4 0, 151, 153 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 49, 65, 97 Color2 0, 151, 153 Color3 49, 65, 97 Color4 0, 151, 153 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 49, 65, 97 Color2 0, 151, 153 Color3 49, 65, 97 Color4 0, 151, 153 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 49, 65, 97 Color2 0, 151, 153 Color3 49, 65, 97 Color4 0, 151, 153 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 49, 65, 97 Color2 0, 151, 153 Color3 49, 65, 97 Color4 0, 151, 153 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 49, 65, 97 Color2 0, 151, 153 Color3 49, 65, 97 Color4 0, 151, 153 } CostumePart "" { Geometry V_FEM_TOP.GEO/GEO_Top_Vest_02 Texture1 !Top_V_Vest_Shirt_02B Texture2 !Top_V_Vest_Shirt_01_Mask DisplayName P828551227 RegionName "Upper Body" BodySetName Jackets Color1 255, 255, 255 Color2 97, 85, 60 Color3 49, 65, 97 Color4 0, 151, 153 } CostumePart "" { Geometry V_FEM_SLEEVES.GEO/GEO_Sleeves_Dress_Shirt_02 Texture1 !Top_V_Tux_Shirt_01 Texture2 !Top_V_Tux_Shirt_01_Mask DisplayName P90216369 RegionName "Upper Body" BodySetName Jackets Color1 255, 255, 255 Color2 0, 151, 153 Color3 49, 65, 97 Color4 0, 151, 153 } CostumePart "" { Geometry None Texture1 None Texture2 None DisplayName P1848153390 RegionName Head BodySetName standard Color1 49, 65, 97 Color2 0, 151, 153 Color3 49, 65, 97 Color4 0, 151, 153 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 49, 65, 97 Color2 0, 151, 153 Color3 49, 65, 97 Color4 0, 151, 153 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 49, 65, 97 Color2 0, 151, 153 Color3 49, 65, 97 Color4 0, 151, 153 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 49, 65, 97 Color2 0, 151, 153 Color3 49, 65, 97 Color4 0, 151, 153 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 49, 65, 97 Color2 0, 151, 153 Color3 49, 65, 97 Color4 0, 151, 153 } CostumePart "" { Geometry None Texture1 None Texture2 None DisplayName P546439883 RegionName "Lower Body" BodySetName pants Color1 49, 65, 97 Color2 0, 151, 153 Color3 49, 65, 97 Color4 0, 151, 153 } CostumePart "" { Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } }
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Quote:Thank you for listening and I feel that the new looks are much better. I have a suggestion, a request, and a question. Cropped your image to conserve screen space.Howdee friends,
I wanted to take a moment and follow up on PositronÂ’s post regarding the Circle of ThornsÂ’ new look. We are very excited to introduce this modern take on an enemy group near and dear to your hearts. The Art team has worked very hard to update the look while still echoing the original theme. For example, the thorny look you see on the new pieces is based on the spiky elements in the first incarnation of Circle of Thorns. As Positron mentioned, there were some valid points made by you, our players, regarding the re-vamp and we have incorporated much of this feedback into the final look for this enemy group.
Looking at the minion, there seems to be some strongly suited color contrast tat could be applied to others in the group. Looking at the casters, I'd suggest darkening the leggings by a shade or two. This should make the belts and some of the other pieces stand out more while potentially giving a more shadowed look. Bare minimum it'll add much needed contrast. The blood red on the Energy Mage is perfect but it's possible that the LTs could stand to have that done with the lower body as well. Then again, the Pants -> Chinese clothing piece may be just the right part to add for a more cloth suited look.
The request is to show at least one female member. Due to the SDCC reveal, many are curious and this and wonder how the will fit in.
My question is will named bosses like Baron Zoria be faceless or will they have masks? Some individual important enemies might work best unmasked rather than masking them across the board. -
The filter is random on how destructive it wants to be. With these two, individual enemies are corrupted into standard mobs with Corrupted Critter as their title. With your arc, my arc The End of Saturday Morning, and a number from the Handyman threads are corrupted in a way that makes them unplayable.
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http://boards.cityofheroes.com/showthread.php?t=265388
Well, it's looped back around for another run. Gathering together for some coop AE fun. Trying to give heads up since I'd like to know if people would prefer it be the AE team standard of 12PM EST or if you'd like me to shift it to 4PM EST like the last time it hit this server. I'm assuming the latter but it's best to ask. -
The extra arc slot is only for Dev Choice. Hall of Fame is not a big deal yet it is. HoF doesn't award anything directly. I think there's one badge for playing a HoF but it's for playing any with that designation as opposed to you receiving it. It becomes a big deal due to two things:
- The concept of your fellow players liking your work. The worth has been debated a bit with farms hitting HoF.
- Publicity. A lot of the problem with AE simply comes down to advertising. HoF means you're on one of the first few pages as opposed to 456.
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Wait...you didn't know that Backfire? I thought you were asking specifcally because 2xp didn't affect AE and thus you wanted the most enjoyable run despite that.
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Been seeking feedback for two of my AE arcs, Dhahabu Kingdom and the Indelible Curse of Hate #367872 and Dhahabu Kingdom and the Unfathomable Nightmare of Sand #453511. Both are lvl 45+ with a fantasy adventure theme. Willing to offer 5 million inf per player per arc for feedback and ratings. I'm not requesting any specific star rating as long as it's what you honestly feel it is worth. One note is that both arcs are unfortunately affected by the longstanding profanity filter bug that has glitched the system for the past two months. A few enemies are visually corrupted due to this but the arcs are fully playable.
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Congratulations New Age Ronin! Also, for those who liked it, there's two sequels to Becky's Revenge. Try them as well.
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Small requst to Crysys: Please stick multiple quotes in the same post rather than having multiple post. A nitpick but it tends to keep things together.
Quote:As a writer, you want the feedback. I personally lean a little towards the quiet side when I run one of my own arcs with people since I like to see how they react. But feedback can be hard to come by so it's easy to be overeager and almost ravenous to receive it.I got a random invite for a PUG the other day. Turned out it was for an AE mission arc. The leader of the team was the author. We played her whole arc, with her asking us to rate it and/or give her real-time feedback. It was actually rather annoying since it detracted from the speed of play. But I give her props for self-promotion. Pretty amateur effort as typical for AE missions, but xp is xp.
One thing I have a little disdain for is people don't say a word when various concerns are being brought up with AE but they suddenly pop out the woodworks when a farming discussion comes up. However, something intrigues me that's been brought up here and a few other times before. Some have stated that they don't do AE because they feel a lot of the writing simply isn't good. The question I prevent to you is, what is it that you dislike? Is it typos? While people should fix these on their own, this is where the part of being hungry for feedback comes in, plus more eyes help. Is it style choices? If most writers have a Coke style writing and you prefer Pepsi nothing can be done about individual arcs but perhaps you could be directed to arcs that better suit your tastes. Is it things like logic errors/story conflicts? This is also where feedback comes into play and is probably more useful than typo fixes since a typo is easier to fix. -
I agree that despite being low res Penny Preston should be untouched simply because the older version looks younger.
Quote:I dislike it but the reasoning mirrors what someone else (Techbot?) said when you showed it off the last time: The face looks too much like a male model/movie star than a gang leader. Though I guess the comment on the fact that he looks like he could have been a former superhero can apply.Here's the Frostfire makeover I made. Not for this thread, but I had it lying around from before.
I've been aiming at contacts that are specifically using low resolution models. Thus the fact that I did one for Sara Moore yet I didn't do one for Sarafina though I did think about it. Since we don't know who they will or won't pick, almost everything is fair game. Also, some of these need revamps not just because of resolution but rather because it better fits their backstory. -
You'll never get a job at Marvel and DC with an attitude like that mister!
Er, anyways...
Sara Moore wound up being a bit of a redesign as opposed to just being an increase in resoluion but I hope it fits. I figured that her bio stating that she's considered the leader of the Shadow Shard residents means she should be visually portrayed as combat ready. That doesn't mean she's decked out with rocket launchers but she should have a bit of preparedness to her. However, since this is a rough environment, I opted to partially keep the tattered clothes and opted to give her the scarred face with the intention of making her seem like a survivor.
I find the Statesman shirt on the old version interesting. There's one of two possibilities: Either it's just an Easter egg or it's meant to show her as a fan. As an Easter egg, she's not the only NPC with that shirt. As a fan, there's other ways to portray that. Penny Preston, being a child, seems more like a traditional "fan" than an adult from an alternate universe like Sara Moore. However, she could easily be inspired by the Freedom Phalanx as a symbol of hope. I opted to add the white star to her shirt to reflect that inspiration. In fact, deep into the Shadow Shard it could be argued that she's the one in red, white, and blue inspiring people to press on.
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Willy Wheeler
Wheelin' and dealin' with the wheel man!
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Redside generally fares better than blueside due to being newer but there's a few here and there that could stand small updates. Attempted two different updates of Technician Naylor. First pic is more accurate to his current look while the second uses newer pieces. I chose the smiling face since he does seem generally friendly though that could potentially be changed. I apologize for not taking a pic of him out in the field since I'm not a vet and thus lack the Arachnos logo. That said, there's a chance his height may be a little off.
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While I think this thread is still good for hashng out ideas, that's an excellent idea to create a separate index. Makes things a whole lot easier to find.
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Pretty sure Venture's talking about the current profanity filter gaffe that affected writers but not farmers and we haven't been given any sort of update to whether or not there's been another update to it.
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If it were just a few people shouting for powerleveling then I'd certainly agree that it's no big deal. But it's more to it than just that. It's a point now that you can't suggest AE to people in-game without it either being met with ridicule or automatically being assumed it's a farm. You pretty much can't even pay people to do it. While Freedom makes it look the worst, the perception of AE has been skewed game-wide and that's where the frustrations and concerns come from.
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Changing the CoT removed their actual theme. While there's actually been a fair amount of debate over which revamp suggestions work the best, most signature character revamps are trying to enhance their theme.
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Quote:I think cillia would better represented by attack animations than a full texture update. Cell division is a gameplay specific thing so I'm a little wary there. Otherwise these sound like they would be good if implemented.Animation is indeed an art issue, and the way characters move (or don't) interact with each other profoundly affects gameplay.
Just for fun, let me run some hypothetical update ideas past you and see what you think. As a thought experiment only, let's say we were going to update the primal Hamidon model. Again, absolutely no plans for this, but it's an interesting topic to think about. You've expressed a desire to maintain the character's "amoeba-ness," and I whole-heartedly agree with you. That said, there are ways we could potentially make him more visually interesting while staying completely faithful to the character concept.
Off the top of my head, some examples:
--ANIMATED CILIA. What if, for decoration, Hamidon grew the occasional wriggling tendril? Or had several spread across his surface, constantly wriggling? For me, that would make the monster feel more alive, more like a microscopic organism, and a heck of a lot creepier too. (You'll notice 4 wriggling cilia poking through the Seed of Hamidon's shell incidently).
--CELL DIVISION. In keeping with the giant cell theme, what if the creature split into two smaller pieces at some point during the battle? For me, that would make the raid experience a lot more interesting-- maybe players would have to coordinate efforts between the two halves. Also, it would be great to see this guy move in a major way.
--SCROLLING SUB-SURFACE TEXTURES. This is something Jay hooked up on the Fallen Seers recently, and it would give the impression that liquid is flowing across/through the cell wall.
--DETAILED ORGANIC TEXTURES. I'm imagining semi-transparent capillary networks (perhaps with a slight glow, maybe even pulsing) across the creature's "skin." The more organic and alive it gets, the closer I think we'd be to the original idea for this character.
--FLOATING DEBRIS/BODIES. Again, to enhance the sense of realism and dread, wouldn't it be neat to have defeated heroes and/or rubble floating in the cell fluid? Just the illusion of things floating within the creature would help to sell the notion that it's composed of liquid.
--ADDITIONAL ORGANELLES. If I was in a giant single-celled organism, I'd expect to see more naturalistic and a greater variety of organelles within the creature. Maybe you can target it, maybe it's just decoration.
--CYTOPLASM BURSTS. We could rig up an effect where the creature sprays fluid after you hit it. You'd have the feeling that you'd punctured the cell membrane and that you were actually damaging it. Anything to make the the fight more visceral would feel like a win for me.
So there you have it. From an art standpoint, we want to do everything in our power to bring these experiences to life in the most engaging, breathtaking, and super-heroic ways possible. Again, a Primal Hamidon update is NOT on the docket at the moment, but if it were, these are some of the things I'd be thinking about.
For me, changes like these would simply be polish on the core experience, deepening the encounter's sense of immersion and realism and keeping the art fresh and modern. This is a living game after all, and ideally we want the graphics to impress both new players that decide to try us out for the first time while simultaneously keeping things fresh for the veterans. I don't think any of the hypothetical updates listed above would harm the Hamidon experience. In fact, I think they could take what's already cool and make it way, way cooler. What do you think?
Quote:But if a character's core concept requires something we simply COULDN'T make in the CC, then yes--of course it should be built from scratch. As with everything, it's always a question of resources. Where is the team's time better spent: on a signature character or on a new costume set for you guys? In general, I think fans are happier when we go with the latter more often than not, but obviously we're still making plenty of from-scratch signatures too. It's just a matter of finding the perfect ratio.
Something else that would help with making NPCs more unique is location and emoting. While some like Statesman make perfect sense to stand around with hands on their hips, others would feel more alive if they were doing something. Luminary is supposed to be outgoing so give her a modified version of that seven year loyalty emote where she can wave at people without the aura effects. Serafina would probably have more visual impact if she were moved away from the AE building. Granted, that was built after she was introduced but it's still a valid point.
Quote:Oh! Right.
Swan.
(IMG From Paragon Wiki, Hosted on Photobucket so I don't steal Tony's Bandwidth)
...That's very TV-MA, isn't it?
Now, Swan was designed before there were actual wings in the costume creator. So using new parts, I tried to recreate that lacy, angelic, but still fanservicey feel. :P
In quick commenting, the outfit seems a little busy and I disagree with giving her actual wings. However, there is one interesting thought going through my head. Why not take the Witch top + corresponding Bottoms with Skin texture and remake it in a bird motif rather than the current bat theme? It would obviously take development time but that plus a better resolution on the arm wings seem like the way to stay true to her design yet improve her look.
Quote:It's like saying Statesman has to live up to his name, so he'd better break out the suit and smart cuffs.
FlashToo: That's...a surprisingly good way of keeping the original pieces yet greatly improving the look.