-
Posts
903 -
Joined
-
i like to see a wind blaster set, names can be better but it would be fun to see enemy's blow away because of a waveof tornado's.
-
the first of the list is IMO the best choice in this case
http://simplythebest.net/sounds/WAV/...larm_wavs.html -
don't get your hopes up Cold, i am asking for about 9 months to remove or improve the villain mission complete sound and still nothing.
you complete a mission on the hero side and you get a small but nice sound, you complete a mission on the villain side and you get bastian bach bashing trough your speakers. >_< -
[ QUOTE ]
[ QUOTE ]
then i have news for you, i have none, so that statement is invalid in my case.
[/ QUOTE ]
I'll be your fwiend! *hug*
[/ QUOTE ]
*panicking* khorak.....let go....i am choking here....uuugggghhh -
[ QUOTE ]
sorudo, Leveling pacts weren't intended for anyone to just join anyone for the sake of it. They're for, you know... friends and relatives playing together.
[/ QUOTE ]
then i have news for you, i have none, so that statement is invalid in my case. -
the brood sword is original already 2 handed, same for the katana.
big difference is how you fight with them, you can't really trow so many swords in one pact when there is a big difference. -
[ QUOTE ]
Sorudo said CoX. Last time I checked PRAF, CoX was both CoH and CoV combined. Please do correct me if I am wrong on that one though.
[/ QUOTE ]
even whine COX means both COH and COV, the design is still PVP unfriendly, and still doesn't have the mind set on PVP totally.
the balance for PVP solved some things, but the game is wrongly designed from the beginning for PVP.
there are 2 facts to back that up.
1. you are required to be lvl 50, so you can say that PVP is a part of the game you need to play PVE for over a year only to have a chance.
2. for true balance in PVP, the whole mechanism of COX needs to be changed, it needs to be more simple build and disadvantages needs to be balanced.(and believe me, if they do that, COX you know now is no more, beside the tons of work to do that) -
you have no use for such a GPU card in this game, the GPU before this one is a 7800GT and runs everything maxed out without any problem.
the only reason i have the 8800GTS is because i want to play the more high-end games at max power. -
juggernaut junior is out it again to get more power and youganite is trying to show the lutters what is more important, old fashion fists or swords and arrows.
-
/signed
now it a matter of finding ppl to pact. -
mmm, time to use my olimpus 18 mega pixel camera, be warned to see some high quality >-)
-
one thing ppl has to consider, COX was original made for PVE-only, so it's not such a wonder that PVP doesn't work out the way it is now.
-
[ QUOTE ]
[ QUOTE ]
But you are way wrong if you think that announcing a future Co2 will prevent people from currently moving over to and possibly likeing CO.
[/ QUOTE ]
Oh, lots of people will try CO, but they are more likely to come back to CoX after they discover it sucks, rather than move onto something else, if they think a sequel is on the way.
[ QUOTE ]
The only way COH2 has a chance is if they announce it before CO comes out.
[/ QUOTE ]
Anounce it to soon and the buzz will have fizzled out by the time CO is launched. And given it's current state CO will be very late (or very unfinished, in which case it becomes irrelevent).
By the time CoX2 actually launches, CO will probably have shut down anyway.
[/ QUOTE ]
i think the other way around, if COH2 doesn't come sooner then CO, a lot of ppl already moved.
also, CO has bin in development quite a while, and around spring 2009 it's released.(or they say)
you can't say unfinished, nether can you say it sux.
there are also 2 kind of ppl playing this game.
1. ppl who like to play COH
2. ppl who like to play a super hero game.
and it's a lot more likely that type 2 is a way bigger % then type 1.
type 2 is also more likely moving to CO even if COH2 comes around, and with to less info about COH2, they are not gonna wait till they know more onfo, they much rather take the first success super hero MMO there is, currently CO. -
i see no dev posting about it, so i don't have much hope about COX2 being true at all.
first i want a dev confirm it, then i can believe it. -
[ QUOTE ]
Humans are amazingly good at spotting patterns. Their brains like finding patterns. They find patterns in things that have no patterns in, because they like finding them.
Similarly, if something that should have a pattern is broken, they tend to spot it pretty quickly, even if they can't figure out why it's wrong for a while.
[/ QUOTE ]
something like this?
http://teenspeakonline.com/genepatents.gif -
[ QUOTE ]
[ QUOTE ]
then you have never bin in holland, if i'm on a high flat i can see very clear at maximum distance.
[/ QUOTE ]
Never been to Holland, but even there, where the air is relatively clean, you would see some effect of atmospheric particle scattering whan you looked at things more than a couple of miles away - it would cause distant hills to look bluer in colour for example. Of course, if there are no hills in Holland you might not have seen this effect.
[/ QUOTE ]
holland IS kinda flat, no point putting hils in the story.
[ QUOTE ]
[ QUOTE ]
the fog isn't there to look realistic, it's to remove the strain from the computer.
[/ QUOTE ]
As the OP pointed out, the CoX engine doesn't work this way. The game decides to render or not render an object based entierly on the value set in the draw distance. In a foggy zone some objects are rendered even when they are actually invisible because of the fog.
[/ QUOTE ]
and since when does he work with NCsoft, he can't know, he thinks it works that way.
beside, the fog is there to lower the strain no matter how the engine works, without the fog you have a game that runs just to slow only because of all the objects that are rendered all at ones in one view.
a stronger graphic card with more ram makes it easier, but there is still a limit.
[ QUOTE ]
[ QUOTE ]
a sense of distance is there already
[/ QUOTE ]
No it isn't. The generated image is entirely two dimensional. Without the fog there would be no way to tell if The Golden Giza was a large object in the distance or a small object near by.
[/ QUOTE ]
there is, the smaller something seems to be, the further it is.
in depth paintings, you see the effect already.
big buildings close by, small ones in the distance.
but in the distance there is a big churge, as 3D as it can be and bigger then the houses.
THAT is 3D in distances, unless the game turns the buildings in distance in a 2D picture. -
[ QUOTE ]
[ QUOTE ]
well, if they tone down the differences in height and make it a bit more realistic, the animation would be better.
[/ QUOTE ]
Yes, limiting all characters to between 5-7 feet tall would allow you to use just one walk animation. I think that would be a really popular move, eh!
[/ QUOTE ]
you don't have to be all offensive, shees. -
[ QUOTE ]
[ QUOTE ]
for AFAIK, the leg length doesn't have to make a difference, it's how NCsoft/cryptic designed the engine to work.
[/ QUOTE ]
You are absolutely right that it doesn't have to make a difference, but not that it's 'how they designed the engine.'
If you use the same basic animation for walking on a 4-foot model and an eight-foot model, it would look like one (or both) were moonwalking. To make it look right, you need to take the length of the legs into account. It isn't uncommon for height not to be considered for walking animations, but it does look odd even in LotRO where the height differences are pretty small. With the variation available in CoX, it would start looking stupid.
[/ QUOTE ]
well, if they tone down the differences in height and make it a bit more realistic, the animation would be better.
but i didn't meant it's easy, i know fully well that more then 2 leg walkings are a bigger challenge.
i tried ones a spider animation, it's really hard to get the legs move naturally without having the moonwalk effect.
4 legs are much easier, especially running since it's mostly just the same as how dogs and horses run.
spider run animation is hard for 2 simple facts
1. every leg moves entirely different
2. you need to keep in mind that the back leg has a bigger walk then the 2 at front.
all i was saying is that, if (yes again, just have no other i play as much) you look at how guild wars has it's system.
no matter how large or small you are, you just as fast, but the run/walk animation is also just as fast.
the only reason why COX has a problem with the run/walk animation differences is because the length is just way to exaggerated to have a good animation that works.
all and all, it's more the problem of how the model size is made in the game.
walk is made for the mid model size, anything out of that scale makes walking something totally different.
large size looks like slow-motion walking and tiny size is like a 2x forward tape on the legs. -
[ QUOTE ]
Devs can get ideas, yes sure. Thats why we have suggestion part of the forum. There are threads about dual pistols there, way way way more then the four Sorudo posted, and more than likely been summaried and submitted to the devs.
[/ QUOTE ]
and if you read my post, then you know i already said they cleaned up the forum.
search all you want, i can't get any further then page 12.
[ QUOTE ]
Voting between em will do naught, nil, zip, zero, nada.
[/ QUOTE ]
doing and saying nothing about it does that, not mentioning it more.
[ QUOTE ]
The time when our input will actually make a diffrence, is when they are beta testing dual pistol set. The devs are infinitaly better at balancing out the sets than we are. Castle has shown that they are indeed willing to listen to us on ideas and such.
[/ QUOTE ]
and since when do you work with NCsoft?
[ QUOTE ]
But the dual pistol set ain't there yet. So far we can only pretty much say that we'd like the dual pistol set, devs have said it'll come, eventually. We can post ideas on powers which we would like to see. But voting on the powers is nearly useless.
[/ QUOTE ]
saying nothing is even more useless, same with just making the same old thread all over again.
it's better to gather the ideas all together and make one good one from it, rather then having 20 threads with exactly the same idea behind it, finding out that only 3-5 ideas stand out.
[ QUOTE ]
Much better to post ideas in the suggestion forum.
Like "I would like a dual pistol power where you shoot every around you like from movie equlibrium" or "I would like dual pistols to work combos much like dual blades" etc etc.
[/ QUOTE ]
where in this thread is a suggestion?
it's about voting systems that might be good, not a thread about how much this thread must according to you go to the suggestion forum.
stay on-topic, or just don't post at all, shees. -
ill see if i have the time, got a moving going on.
but if i do, i hope i can get a team, i want my tank as fast as possible to lvl 50. -
i know i know, you think "there he go's again", just hear me out.
some time ago we had quite some ppl wanting dual pistols, but trough time the ideas got lost.
so i made this thread, dedicated to all the ideas.
everyone who made an idea clear enough has a chance, and YOU can vote who has the most successful idea.
the ideas have bin made, now it's voting time.
1.commander_beet
http://uk.boards.cityofheroes.com/sh...age=2&vc=1
2.starcrash
http://uk.boards.cityofheroes.com/showfl...e=5#Post1160569
3.statesman_4_prez
http://uk.boards.cityofheroes.com/showfl...part=1&vc=1
4. dreamweaver (scroll a bit down)
http://uk.boards.cityofheroes.com/showfl...part=1&vc=1
all i could find that makes any sense, seems they cleaned the forum.
anyway, place your vote, and speak out.
which one do you like and who will win?
who knows, maybe a dev thinks about implanting the idea. -
[ QUOTE ]
Then you just unlock it and leave. >_>
[/ QUOTE ]
then the lock fails if you can unlock it -_-.... -
[ QUOTE ]
I am getting curious now. How is the animation of the running models? Does that differ per individual character model or is it always basicly the same?
I am wondering how much more difficult would it be to make a walking toon whoms leglength can be altered instead of a running one?
[/ QUOTE ]
for AFAIK, the leg length doesn't have to make a difference, it's how NCsoft/cryptic designed the engine to work.
but in all honesty, they only have one animation, and it's running faster when you lower the length and slows down when you stretch the length.
so all i can say is, how do you think they should do this?
with just holding the shift, or have it as a bind toggle thing?