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Quote:That depends - are you talking constant toggle drain or individual power cost? If it's constant toggle drain, 1.0/s is HUGE. That's probably as much as Stamina grants fully slotted, though I'm speaking off memory. If you're talking about an individual power, you probably want to see what that power's EPS and EPA metrics are to tell. Remember that constant recovery doesn't just matter to offset your combat costs, but it also counts in recovering from one battle to the next. If your recovery is good outside of combat, you won't have much downtime.How much difference, in reality, does -1 end cost really make?
Err... EPS stands for Endurance Per Second and counts the power's entire cycle of recharge plus animation, measuring use over time. EPA stands for Endurance Per (something of) Activation and counts endurance use only against the power's animation time, measuring how much of a chunk that power takes out short-term. These do matter.
I tend to count the effect of damage auras as significant mostly in longer fights, by which I mean spending 10-15 seconds in the company of many enemies. Outliers such as Hail of Bullets (which also grants a defence buff for the duration, so that's kind of cheating) do exist, but even at best you're running in and out and taking away seconds that the damage aura damage needs to build up. You may also have some kind of defence soft-capped, I don't knowQuote:Well, not that I changed tunes, but on my DP/Fire blaster, those 2 auras (blazing aura and hot feet) add up when I'm in the center of foes using Hail of Bullets. I think that thing take 4 seconds (!) to animate so more likely than not, I've spent at least 1 and a half seconds getting in then getting out of that spawn, so I'll probably have at least 5 or more seconds of the damage auras going off.
HoB itself adds a damage bonus and the time it takes to use gives Blazing Aura and Hot Feet 3 tics of damage and HoB has been known to sometimes barely kill minions. The auras make those dead minions more a certainty.
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Quote:This I can agree with. Fighting outside is so uncontrolled that it really doesn't make sense for it to give "double debt." I use quotes, because that's actually normal debt, and the in-mission debt is actually half-value. Regardless.Start by making debt on the street the same as Instances, then.
The original intention of half debt in missions was to give people more of a reason to run missions since, at the time, rewards for mission completion were complete ***. These days, it's convenience that keeps people running missions more than anything else - being able to tweak your difficulty just right and have a predictable experience is valuable. Taking out what has become a penalty for fighting outside would surely help. -
I highly support announcing the event over Admit, and re-announcing it multiple times if necessary. So long as the actual event content is kept out of the Admin channel, then the announcements are very welcome and not at all intrusive.
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This is the second of two ideas that have been torturing me for some time, so I wanted to lay this one out, too, and hope for the best.
When reviewing Mastermind primaries, it occurred to me that we don't have a single one that involves futuristic humanoids. We have Robotics and that's great, but I kind of want a more storm troopers type powerset. I've pulled the following suggestion from across science fiction, from Storm Troopers to Space Marines to everything in-between. And I even have pictures that I made in the editor!
Here's what I have as a suggestion:
1. Ram Shot: Armed with an experimental super-charged single energy pistol, the Mastermind fires a single focused energy shot which imparts tremendous kinetic energy the target upon contact. This can sometimes knock the target down.
2. Call Troopers:
Male Trooper
Female Trooper
These are your basic space suit ground troops. Light body armour protects them from physical damage, pressurised sealed suits protects them from toxins and advanced communication and surveillance devices protect them from confusion and fear.
The Troopers start out with basic kinetic rifles. Their first upgrade gives them "energy projectile" weapons similar to the upgraded Resistance rifles, while their second upgrade gives them proper energy weapons. They arrive on the battlefield in single-person upright drop pods.
The third Trooper in the group is an engineer. In addition to his basic attacks, the Engineer can summon a small drone which can heal himself and the other soldiers.
3. Charged Shot: Armed with an experimental super-charged single energy pistol, the Mastermind fires a super-charged version of the Ram Shot which delivers considerably more damage, knocks the target down and may even stun it.
4. Combat Supplies: For faster transport, soldiers travel light, only equipped with basic gear. By calling for combat supplies, the Mastermind orders a crate of the soldiers' fighting gear to be delivered to the location. This delivery includes railguns for Troopers, energy rifles for Heavy Suits and monomolecular blades for the Infiltrator.
5. Overcharge: Armed with an experimental super-charged single energy pistol, the Mastermind fires a single unstable energy shot which explodes upon contact, releasing a shockwave which damage and knocks down all targets in range.
6. Heavy Suits:
Heavy Suit idle
Heavy Suit weapon out
These are the primary firepower of the Mastermind's force. Equipped with heavy cannons, jet packs and heavy armour, these juggernauts define the front line of any engagement. In addition to the protections Troopers enjoy, Heavy Suits also have some degree of protection against all damage types from their heavy armour. When low on health, these soldiers can activate temporary personal shields which make them very difficult to kill, but also take a very long time to recharge.
These soldiers start out using large, long railgun rifles. Their first upgrade gives them large, high-powered energy rifles while their second upgrade gives them super-charged energy cannons. They arrive on the battlefield by dropping from above and landing on their jump jet packs.
7. Fire Support Drone: The Mastermind can summon an unmanned fire support drone which provides shielding for all soldiers in ranged passively, while actively firing upon any enemies within its range with twin energy projectors. Upon death, the drone explodes.
This power is a toggle. The drone will exist and consume endurance as long as the toggle is active. If the drone dies, the toggle deactivates. If the toggle is deactivated while the drone is still alive, it self-destructs. This power's recharge starts counting only after the toggle has been deactivated. This toggle does not drop, but when the Mastermind is held, stunned or put to sleep, the drone becomes inactive and its protective buff suppresses.
8. Call infiltrator:
Male Infiltrator
Female Infiltrator
The next step in lethality past the slow and cumbersome Heavy Suits, these elite soldiers use experimental exoskeleton armour which grants them incredible strength, speed and agility, as well as numerous types of camouflage, and even the ability to teleport. These soldiers are not restricted to any front line in the battlefield and can strike anywhere, especially where the enemy least expects them. Abandoning their ranged weapons, these soldiers favour highly advanced, extremely deadly blades, instead. These arrive on the battlefield by teleporting in.
Despite their smaller size, the Infiltrators' armour still provides protection comparable to that of the Heavy Suits, and they are also outfitted with strong deflection shields. Together with their speed, this allows them to avoid attacks more often than not. The infiltrators are also incredibly deadly, having a chance to score critical hits for extra damager, and possessing a cloak ability from which they can deliver a single, guaranteed critical hit.
An infiltrator uses dual blades and starts out using high-tech metal bladed weapons. The first upgrade grants the infiltrator a pair of much more deadly monomolecular baldes, while the second upgrade contains a pair of all-energy blades.
9. Experimental Gear: Though the soldiers' standard gear is exceedingly lethal, new weapons and armour are always being developed. The Mastermind can order a crate of cutting edge technology to be distributed to the soldiers. These include energy rifles for the Troopers, energy cannons for the Heavy Suits and energy blades for the Infiltrator, plus additional passive abilities for everybody.
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That's all I have for the moment. -
Quote:Damage auras on squishy characters are a whole other kettle of fish, and one I actually HUGELY disagree with. I've had dozens of people try to demonstrate to me how running damage auras on Blasters helped stay alive, but for me, they always got me dead. And when they didn't get me dead, they ended up doing nothing because I spent almost no time near my enemies.Not pure gravy. The toggle still costs endurance even when not doing damage. When you take into consideration normal play (one of the players posting about being very squishy), one isn't going to be constantly surrounded by maximum amount of foes. The player could be moving to or away from attacking foes. And farming isn't standard play...I cannot agree that the game can be funneled into such a mindless task as that.
The damage from damage auras adds up, so they work best for characters who spend a lot of time surrounded by many enemies, as most melee folk tend to do. For melee, damage auras are an under-appreciated help. For squishies... Well, put it this way - I've yet to see a Blaster damage aura that's worth using for its damage.
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Sideways of the point, damage auras screw with your Streakbreaker. Under normal circumstances, a miss at 95% to-hit forces the following attack to always hit. With a damage aura, however, that forced Streakbreaker hit goes to the damage aura and your next attack might still miss. -
In the case of Dual Pistols -> Bullet Rain, those bullets' trajectories are being curved and the bullets are being guided by pulling them in a certain direction. This actually works, in the sense that the projectile retains its ballistic trajectory, but still impacts with force. Artillery can do this in much the same way by having gravity pull the shell down, but when the shell speed is as high as it is coming out of a cannon, his effect is much more gradual. By making the shell arc more due to gravity, you make it feel like the muzzle velocity is much lower, to the point where the shell should actually tumble.
I'm not saying this just to pick a tangent, by the way. There's something I forgot to mention - I DO NOT WANT any sort of con trail or flight path displayed for this cannon, and I REALLY don't want to see any of the projectiles in the air. This cannon should fire shells as several times the speed of sound, meaning we should never be able to see them in flight, and the hits should be instantaneous. One of the things that really bother me about Dual Pistols is the bullet paths. I understand they're necessary for that set to depict the different round effects, but for this portable cannon, I want the hits to be instantaneous and the projectiles too fast to see. The cannon fires and the target splats with nothing in-between.
Huh... OK, so essentially what you're saying is we swap the power for a whole new concept. Call it an "auto-loader" - for ten seconds, you can dire your cannon without having to reload it manually, possibly with some degree of accuracy and low-grade damage buff. If we draw up ALL Portable Cannon powers to have a manual reload part of their animations, then we can have this power simply remove it.Quote:I don't think we need a power you have to do over and over to do the red hot shell casing deal. We've already seen how damage can come late in an animation or be delayed after it. It seems like it would be possible to have each attack fire suddenly, impact and deal it's damage to the target suddenly, but have a long animation like ejecting a shell and putting a new one in making you wait for the next attack.
Your double shot 'build up' could be even less complicated to program than TW momentum, in that it would not have to make damage come faster like TW does, it would just have to speed up the animation for a while and the character would reload at a frenzied pace.
I like it, actually. I just worry it might be a bit too close to Titan Weapons. Nevertheless, I still want to see the cannon spit out hot shells, I just expect it to spit them out of the side like a conventional gas-operated firearm, rather than requiring the user to open the breech and remove the shell manually. Best of both world
It might step on the toes of the T9 power, though. We might have to turn this into fully automatic, but VERY slow rapid fire.
Well, my original idea envisioned this cannon being held like a rifle, with the breech of the cannon being roughly above the trigger mechanism, so I assumed all of the custom weapons would break at the same point. Furthermore, I know it's possible for powers to trigger weapon animations. If you notice the Automatic and its spawn with Dual Pistols, they have active, moving slides which jump back and forward as the weapons fire. This is distinctly different from the Mastermind version of the same guns, where the whole weapon is static and unmoving. BABs remade all the legacy automatic pistols to move their slides with Dual Pistols, but did not retrofit the change back over to Thugs Masterminds.Quote:The character reloading it could be tricky regardless, since multiple weapons would reload differently. Break action could be done, you just need all the weapons to break at the same point, or maybe shotgun style loaded from underneath could work, again you'd just need the bottom edge of the weapons to be roughly consistent.
This sort of system is what I expect to be used here. I don't really foresee the character interacting with the weapon a whole lot. I could even see the weapon break open by itself and eject a shell casing by itself, then just have the character ram a new shell roughly in the location of where the breech would be and have that pop up into place.
Honestly, in this case, it's the visual I'm after more than anything else, and I want a system which causes this to happen often without actually making the whole set incredibly sluggish. I'm still open to better proposals as to how to implement this.
Awesome! This is an amazing idea! The character would be loading the same-looking shell every time, and we'll get to see a lot of it. We'll see it as it ejects, we'll see it as we load it in, and even if we go with a power that skips reloading, you'd still see it ejected out the cannon's side during semi-automatic fire. Sweet!Quote:I bet, if they have it in mind from conception, they could even do customized shell casing color on ejection. When you go to power customization, you just pick 'default' for brassy colored shells, 'bright' or 'dark' for glowing shells done like the glowing melee weapon blades are done, or 'metalic' for a metal color pallet of what color the shell widgets are coming out.
Program them like spines rather than like burst/slug, where it calls up a model. The shell would always be there, just hidden inside the gun you're holding. It would be neat when you're see-through in stealth you could see it! XD
This also has the extra benefit of making this not JUST a technology-based weapon. Suppose one of the customization options were a glowing magic rock? Suddenly you can claim this isn't just a conventional cannon, it's a magical cannon because see? You're loading it with very clearly magical ammunition! I like that a lot!
Like the Resistance Heavy Barrels, yes, but theirs are still kind of on the small sideQuote:As an in-game example that already exists, picture the Resistance Heavy Barrel guys, and their autocannons.
I get that it's good cannon design to have the largest bit of metal around the breech where most of the initial pressure is, allowing you to have a slimmer and lighter barrel, but these guys take it to extremes - big fat breech, long spindly barrel. That thing looks almost like a vacuum cleaner. I want one that's considerably longer and more uniform along it length.
Which brings me to a point I've forgotten to make three times now - the weapon stance. It was suggested that this cannon be held over the shoulder like a rocket launcher, and the Resistance Heavy Barrels hold theirs slung underneath like a minigun. I dislike both of those stances for the simple reason that I want to depict this weapon as having incredible force behind its shots, which needs both recoil, and it needs that the weapon be held securely against the body so it can't jump out of your grip. Rocket launchers have almost no kickback as the propellant gas just escapes out the back of the tube, and tend to kick FORWARD at times, and your average minigun has so much weight in mechanisms its recoil is greatly diminished. About the only physical effort it requires is holding the thing up, which is why it's usually mounted.
I have a confession to make - my inspiration for this lies in a... Weird place. If you've ever played Emperor: Battle for Dune, you'll find it's a mediocre RTS at best. However, one unit there just blew my mind, and it was the House Atreides anti-tank infantry, who were... Snipers? Yeah, these guys were armed with "anti-tank rifles" bigger than they are, fired at extremely long range and tore tanks to shreds while hiding in cover. To date, this is the ONLY game where anti-tank infantry has not been armed with some kind of self-propelled rocket launcher. The concept of having a rifle that's big enough and powerful enough to punch hole in tanks at range... And that you can carry it with you never really left me
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Quote:It should be, until you realise that in most situations, you need all three of Dark Armour's shields anyway. Everything and anything you fight will deal physical damage and most things in the upper levels will have some kind of elemental or energy component to their damage, and pretty much everything since I18 will also have status effects.Anyone else find it really sad that this should ever be called "a trick?" I mean, honestly, this should be common sense.
That's what people told me to do with my Stone/Stone Brute, too. Then I fought Arachnos, who usually had, within the same spawn: Bane Spiders who deal physical damage, Fire Tarantula who deal fire damage, Mu Mystics who deal energy damage and Fortunata seers who deal psychic damage, all of whom have status effects when they show up as lieutenants.
The problem with trying to account for what damage type your enemies will be using is very similar to trying to match your Dual Pistols ammo to exploit the weaknesses of enemies you're fighting - knowing who does what damage is NOT trivial and combat spam scrolls by quite fast. Enemies don't deal the kind of damage you'd think they'd deal - Spectrals aren't Smashing/Dark, they're Dark/Psi, for instance. And even when you do know who does what, half the time you end up having to run all toggles anyway, or otherwise leave yourself exposed to a major component of incoming damage.
If all or even most enemy factions were as simple to fight as the Warriors or the Rikti, this wouldn't really be considered a trick. It's only a trick because there are so few situations where it actually works. -
How about these? I never said we were missing horns, I just feel we could use a few new ones with a few new shapes. They don't have to be anything fancy, just so long as it adds new options.
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Please understand that I mean no offence when I say this, but...
Quote:Yes, I did know about that, actually. I saw that much of the ground was grating instead of solid plate with tunnels below. I explored it, I found the tunnel that leads to the beach are and to the Fab. I explored the Web and found all the "Highlander 2" lifts that take me on top of the Web. I got to the Master of the Airwaves badge using only Sprint. I found all the lifts that lead out of the Gutter and the all of of ONE lift that leads up to the Web, as well as the one that leads to the outside terrace of the Arachnos tower.Did you know that Grandville has an underground section of passages and pipes that spiderlings run through? No, you don't, because you lost interest in exploring the grey ground with grey buildings and grey features littered with arachnos soldiers by St. Martial.
City of Heroes and especially City of Villains has a lot to explore. True, there are no rewards for doing so, but I consider this to be a good thing. Otherwise, you'd just see people going to Vidiotmaps to find the exploration milestones and miss the point. The reward for exploration is the sights you discover.
All of these I consider to be good things, and all the things you seem to be missing I consider to be intrusions. I don't want other people butting into my fights, I don't want to meet new people, I REALLY don't need to encounter overly powerful enemies and I HATE the fact that enemies respawn. The ideal mission for me is the one I can complete by myself and bring people in only if I choose to. I've only quit this game once for two months, and a large part of the reason is I felt compelled to keep seeking out people to play with. Yeah, I'm playing an MMO - because a single-player of City of Heroes doesn't exist. But if the whole game were instanced, I would not bat an eye. I don't need or indeed even want other people I didn't specifically invite.Quote:You don't get "rescued" in instances, you don't meet new people in instances, you don't encounter overly powerful enemies in instances, and everything that takes place in an instance dies the moment the instance ends. Want to have a big event where someone watches you do something? Sorry, you can't, since if it takes place in an instance then at most 7 other people will see your accomplishment. Instances are just such an isolated and stale environment that it is no wonder so many players become quickly bored with the content in the game.
I would pay real money for a game that's full of soloers, personally, but that's besides the point.Quote:#1: Missions that occur outdoors only that aren't "kill 10 of x". If, for instance, a mission spawns a large number of mobs in an area that needs to be cleared out, or if there is a protection mission where you need to defend a politician's limo that will be regularly attacked by enemies on it's route, or you need to find a location by overhearing enemies and then go to that location purely off of what they say. Just SOMETHING that is clearly visible in the overworld. This will have the dynamics of an open world game and will also show newer players that the game isn't abandoned and full of soloers.
What you're describing is exactly what I hate about most MMOs when it comes to outdoor content because it kills my suspension of disbelief dead. You can even see this in existing events. The giant octopus that shows up around town is nothing but a nuisance and people just walk around it. 9Dragons had named enemies spawning multiple times concurrently and other games I've seen have the same event happen over and over again. Just how many times is that politician's limo going to get in a firefight before he buys an APC? Having "events" take place outside seems like a good idea at first, but loses its appeal very quickly when you realise it will never end. Instanced missions, at least, have a defined beginning and an end and only repeat if I specifically choose to repeat the mission.
I, by contrast, have frequent nightmares about being lost in unfamiliar places, and it's never, ever pleasant. I mean, don't get me wrong, I enjoy the unexplored wilderness aspect of the Shadow Shard, but more for the atmosphere rather than for the sense of being lost. I HATE being lost, which is 90% of why I never got past the first few hours of Gothic 3. I kept getting lost in the woods and unable to find any of the stuff I was looking for, eventually leading to a frustrating experience.Quote:One of the funnest things I've done recently is get lost in Las Vegas. Walked down to the strip, and got lost. To navigate my way, I wandered into the Wynn casino to ask for directions, and that is when I saw it: a miniature forest of trees near the lobby completely covered with christmas tree lights (or something similar) and icicles and colorful plants. As I walked through those pathways completely lost, I forgot that I was trying to go somewhere and was just distracted by the majesty of the glowing wonderland I had stumbled upon completely by accident.
The same old problem then occurs - you end up with a world that's constantly destroyed, because I guarantee I'll always be too late the see the destruction happen. And if they respawn like those cars and trucks the Skulls are constantly blowing up in Kings Row, then it loses its point. Even the Steel Canoyon Fires (which I actually like, since I can do them by myself) have this problem that it doesn't really matter if you save the building or not. It'll respawn within a few hours anyway.Quote:#4: more destructible environments. Instead of enemies standing around and just talking, they can be destroying objects that would otherwise be untargetable to regular players. I mentioned buildings being blown up earlier.
I never wanted to spend a lot of time in the overworld. I like "travel missions" through world, occasionally, where I'll fight everything along the way and enjoy the terrain, but I prefer to do this by myself.
*edit*
And I won't be getting Guild Wars 2. There's nothing in it that's compelling to me personally, "events" least of all. -
Quote:No, it's not. It's about being a developer and doing things you consider to be good, but that you know people wouldn't like. That's what Bill started out asking about. Not about intentionally trolling players with **** changes designed to tank the game, but actual legitimate changes with actual legitimate justification that would nevertheless be very poorly received.You do realize this thread is about being a dev and doing BAD things, right?
Things to make players HATE you...
The easiest example is Diminishing Returns in PvE. The way buffs stack in this game is frankly broken, and this would fix it, so it's a legitimate balance change. Nobody would support it, however, including myself. That's what the thread is about - things that would improve the game on a theoretical level, but would be so poorly received no-one would ever approve them. -
Quote:To be fair, that's not me saying it. That's how the writers represented Praetoria in storyline. If they'd stuck with Cole's representation in 1-20 Preatoria, I would have bought the ambiguous storyline. I mean, that was the point of the "morally grey" alignment, right? If it were a question about "security vs. freedom" then I'd have been on board with discussing morality, especially since I put very little value in freedom, personally, and a lot more in security. We could have argued if it was better to control the population for their own safety, if the Praetorians were just protecting themselves.I think you two are doing the opposite, attempting to paint Primal Earth (and Longbow) as shining light heroes and their targets as simply villains.
That's not the representation they went with. No, all the Praetorians are evil ********, Cole is a puppet who never defeated the Hamidon and the whole dimension's armed forces just want to Krush Kill 'n' Destory. There's nothing to argue when it comes to morality any more. The writers pretty much up and said "Praetoria is evil and needs to be destroyed!" abandoning the moral ambiguity of the matter entirely. These days, the Praetorians are as morally ambiguous as the Church of Unitology is interested in self-preservation. And that's not me dismissing arguments to the contrary, that's the writers going the route of elemental evil. -
Quote:Speaking of Legacy pieces, there are quite a few that represent a unique, unexplored costume theme that newer items have never really gone into. To avoid derailing further, let me give a few general ideas:But the legacy costume parts are starting to look so dated it hurts.
*Large Robotic gloves: Eight years after the fact, Large Robotic are still by far the game's largest gloves and the only ones that are big and round. They don't clip at the hand, they look pretty good and I'd like to see more gloves of that nature.
*Medieval shoulders: Eight years later, these are one of, um... Two or three sets of large shoulders and the only one with this particular "shoulders" form. The Olympian Guard shoulders are a great step in the right direction, but we need more large, bulky round shoulders,
*Large boots and gloves: This is an old idea - a static model that can have all the existing textures used on it. We can use a few more of those, I think, since it only really requires one mesh, but makes for a whole host of different items. They're not GREAT, but they're very versatile.
*Medieval helmets: These have had nothing new added to them since 2004. I'd really like to see a bunch of new helmets, beak helmet, for instance, as well as a bunch more fantasy-looking helmets. There's room for more.
*Glam hair: The female Glam hairdo is amazing, and we need more like it, both for men and for women. I get that this works VERY poorly with back details, but we can just not use back details with it. More very long hairs would be welcome.
*Horns: I don't really recall seeing any new horns for a long while. I guess the Organic Armour "horn crown" counts, but we can do more, I'm sure of it.
*Tails: We haven't had a new one in ages. I mentioned these, but allow me to mention them again - TAILS. Robotic tails are a big thing, and larger versions of the old ones would also be welcome.
*Stealth/ExoProto boots: These look like bare feet with socks pulled over them. See also: Zombie Feet. These are ten times better than the "bare" texture for the flat boot foot. These are not bare feet, they're boots with toes painted on them. We need a better bare foot model that looks like a bare foot, and the mesh for it already exists in the game.
*Large gloves -> Wrapper: These are what I like to call "man hands. Large gloves in general have a much thicker, larger hand, and with the Wrapped gloves, we have a skin hand that simply has big fingers. I'd like to see a hand option which gives us a hand this big without it being wrapped up in a glove.
That's all I can think of at the moment. -
Ah, I see. This looks like a display bug, where a "hidden" temp power is somehow trying to display itself on your enhancements screen, but doesn't have enough information to open a whole subsection.
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What am I supposed to be seeing here? Honest question. I see a build that has nothing out of the ordinary about it.
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On ignore, as far as I'm concerned. His rampant disregard for other people and often trollish behaviour makes him not worth reading.
You're almost correct. The best way to troll people is to tell falsehoods but present them as the truth, thus putting the person on the other side in a position of having to justify his position, at which point you can just aloofly dismiss that justification thus egging the person on and on. It's a very basic malicious argument that I've seen on these forums time and time again.Quote:You know if you want to offend, harass, or downright troll someone, nothing's more effective than telling the truth.
The real solution to it is to realise that this kind of troll feeds off your attempts to justify your own position, thus ignoring his words is simplest recourse. Hiding behind "the truth" when hurling insults is an easy trick to make, but also an easy trick to solve. -
Quote:Speaking of this, here's a feature you didn't know existed:I've had spacebar bound to this since 2004. It also brings your character out of the (IMO ridiculous) hunched combat pose, so I use it at the conclusion of every fight. I'm kind of OCD like that.

The game has a bugged "fake combat mode" which you can accidentally get stuck in. Normally, out-of-combat mode has your character stand straight up and look around while combat mode has you hunched over. However, if you're in out-of-combat mode and use a Build Up type power (i.e. a power with that animation) it will put you in combat mode, but keep returning you to your idle stance. This looks very ugly and has the potential to cause your power animations to fail to play.
If you ever catch yourself jolting back to a gromless uninvolved posture in battle, the easiest solution is to hit Escape two or three times to cancel out of any combat mode, then be sure to use a legitimate attack to go back into the proper combat mode.
This only works for powersets with a "regular" activation sequence that doesn't put anything in or on your hands. -
"The number of people" are asking for more options from a wider variety of theme. No-one ever complained that women were too sexy, but rather that it seemed like new costume sets would never give them anything BUT sexy. Sexy is not bad, it's simply not enough.
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Quote:The size of pistols varies greatly with the pistol. The Match Compensators are huge, and the new Mecca Armour pistols are ABSURD (and I love it!), while at the same time some having huge hilts like the uzis or unconventional shapes like the flintlock. As far as I'm concerned, we need one of two things:With Gun holsters I disagree a bit. Most guns like arrows look abut the same on the back end and may could be covered with a few versions. A lot of modern tactical holsters have a flap over version and the gun can't be seen at all. Bit more of a problem with a western version.
1. A holster shape unique to the pistol
or
2. A system that simply hangs the pistol on the side of our legs in the same way our shields are held on our hands with no straps or anything of the sort.
I want to run into Standard Code Rant for a minute. Here's what we know: Weapons are animated costume pieces which have two major "states" to them. Weapons are ALWAYS present on our characters, but they toggle between the states of visible and invisible depending on the activation sequence a power is used with. Provided this is true, let's say we have a separate, related costume piece, say a holster, which has two states - full and empty.
I'll give you an example: Let's say I pick Match Compensators as my pistols choice. These would come in two versions - one with just the pistols and one with pistols and holsters. The pistols would be rigged to be invisible in all activation sequences EXCEPT the Pistols one, when they'd be visible. The holsters would be rigged to be empty in the Pistols activation sequence ONLY, and full in all other activation sequences. Essentially, they'd have a "reverse weapon" in them. Each time your character drew his pistols, he'd do it exactly as before. He'd grab somewhere in the vicinity of his holsters, the pistols in the holsters would disappear and the pistols in the hands would appear. The character doesn't have to interact with the holsters in any way, they'd just be decorative, with their state of visibility corresponding to the REVERSE of the state of visibility of the weapons in the hands.
That's a good idea and I agree with it. I'm not adamant about seeing this for all future assets since I KNOW metallic reflective costumes can be done tastefully, as the Clockwork set proves. What I want an option for is legacy sets that get "upgraded." For instance, I want to old Tech Sleek back because the new one is ridiculously reflective to the point where it's unusable for what it used to be good for.Quote:I like Racing games, and building my own cars in these games. The solution they use is one I wish we could use. They have multiple color pallet types. So rather than the part being metallic and reflective in nature, I would just choose a high gloss paint to put on my car. It is a shame we can't do this in CoX. With a reflective, metallic, iridescent, or matte color pallet I could decide how my costume looks.
I do agree with the general premise, however. I want to see fabrics given a choice between matte, glossy and leather, metals given a choice between chrome, dull or flat and skin given a choice between flat, oiled up or porous.
I don't disagree. What you say makes a lot of sense. I just wanted to dispel the claim that "nobody cares if the holsters are animated." I don't disagree with adding holsters and scabbards as static costume pieces... I would just personally have no use for them whatsoever. I've never used the pistol/night stick belt because it makes no sense for me to use it on a character who can't use those weapons.Quote:Apples and oranges IMO.
We're not looking for weapon effects, just costume parts.
Nothing says the pistol on your side is 'THE' pistol you pull out with dual pistols, or that it has to be used by dual pistols characters. The official belt for example lets you have a pistol and nightstick on your AR character. He would never use them, but his character might carry them 'just in case' or as part of a uniform.
In other words, you could add static gun holsters, but they really wouldn't solve the problem of drawing weapons, at least not for me. -
Quote:Here's the problem - my SR Scrappers DON'T have defences in the 60s because SR doesn't provide this much defence. I need to gather that from Inventions sets. Now, I know the general consensus is "too bad so sad," but here's the thing - my Invulnerability characters don't have that problem. Sure, they get hit more often, but they have resistances to overcome this. I don't start meeting enemies with "resistance penetration" that makes my resistance mean less ON TOP of hitting harder. I don't feel the need to build for extra resistance via set bonuses on my resistance-based characters, which I can't say for my defence-based ones.Now all of a sudden there are /DA toons getting beat to death in DA (funny that) because instead of going for damage and resistance, they went for the def soft cap of 45%, and all of a sudden 45% is not enough.
I have EA and SR toons that have defense in the 60's and sacrificed nothing to get it. They do fine in DA. My KM/ElA scrapper has 60+ resistance to everything except psi and toxic. He does fine in DA. My toons are doing fine because I stuck to what they were designed for. -
This is what I did, and it solved all of the endurance problems my Dark/Dark Scrapper was facing. I know some feel it's a great power for the defence debuff, but it's RIDICULOUSLY expensive and the "fear" part in Cloak of Fear ain't worth a crap - low inherent accuracy, low magnitude, short duration.
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I agree that the Admin channel should be used for announcements and critical warnings only. If an event is starting, announce it in Admin, then swap to the appropriate event channel. If you need participation, announce it periodically. So long as the actual chatter doesn't bleed into the Admin channel, I have no problem with it.
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Eh, this is the "Longbow is evil" argument all over again. People with an axe to grind will paint Primal Earth as the aggressor in everything it's involved in, despite the fact that Tyrant is revealed to be very much a card-carrying villain and horrible, oppressive ruler. I'm not a fan of what iTrials have us do - essentially go to an alternate dimension and make life miserable for everyone - but that's just me not liking the methods. If we want to be objective, there's really no excuse for not trying diplomacy before you start building an army of death robots. I thought General Bu'Dekka established this as early as Issue 10.
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Quote:I disagree. I've never been fond of man-sized heroes fighting building-sized monsters. It simply devolves into an impractical improvised fight that has flash but lacks any sort of grounding. Suppose I have a sword that's about six feet long. What am I going to do with it against a monster that's 100 feet tall, with limbs 30 feet across? Whenever I think about that, I'm always reminded of how Bleach's Ichigo suggests fighting a giant demon thing:1st: All giant monsters need to actually be giant. Honestly, you could hardly call most of them "giant monsters" as much as you would call them slightly larger enemies. The Kraken is an example of this: Half of the fun of fighting the Kraken is just finding where the darn thing. An example of a truly giant monster is the Seed of Hamidon: You can see that thing floating ominously from miles away, making that soul-shaking rumbling sound. I myself grew up on old Godzilla movies, so when I heard about giant monsters I expected something a little more... giant.
Maybe in a movie or a written work, you can come up with some flashy way for my hero to fight the monster, but in-game, that's exactly what it looks like - we walk up to the giant monster and proceed to kick it in the shins with about the same amount of grace and dignity as a chihuahua biting a large man on the ankles. And even in stories, the narrative tricks these use just come off feeling cheap. Pretty much unless your character can produce large blasts and/or fly, you're not going to fight such a thing with much dignity.
I'm not saying truly giant Giant Monsters shouldn't exist, I'm just saying that "giant" shouldn't be the only way to be truly powerful in this game. I honestly do enjoy seeing the most powerful of the powerful guys not being the biggest, but instead being a normal-sized guy or girl. That's why I like Requiem so much - he used to be the big bad of the 5th Column, but he didn't need to be big, slow and unwieldy to do it. Essentially, it's the Dragon Ball Z style of power, where a couple of normal-sized people can lay waste to an entire city and wipe out entire armies.
In fact, speaking of Dragon Ball Z, I find one of the most disappointing aspects of it to be the "giant apes" that the Sayans originally started transforming into. It simply made fights a lot less interesting and a lot less technical. Luckily, Akira seems to have forgotten about this after a point, and I'm all the happier for it. Even for a show with such absurd power levels, I still found it came off better when it was condensed into man-sized actors. -
When it comes to visuals, I was actually mostly inspired by Harkonen 30mm man-portable cannon from Hellsing, as seen in a fan prop reconstruction here, so more something akin to a giant rifle, and held like one. I don't have a problem with it being held over the shoulder like a recoilless rifle, but the theme of the set is force of impact. What I'm designing here is a direct-fire kinetic force cannon, not a high-arc mortar. All of the attacks would have flat, straight shell paths with no arc to them, even the few grenades. I get that artillery cannons do fire with an arc at long ranges, but this look very silly at the ranges we fire at, making the projectile feel light, with no force behind it. M30 Grenade, for instance, feels like it's being lobbed as opposed to launched.
I agree that this would be a good set for artillery, as artillery is what I designed it around. I don't want just a very large rifle, I want an actual artillery piece held in the hand. Probably not quite a 150mm howitzer just because the barrel length you'd need to make the weapon look like a howitzer as opposed to a mortar would be untenable, but I'm thinking at least 75-85mm, longer than the character is tall and overall just BIG. Yes, Titan Cannon indeed
For secondary effects, I can see knockdown being applied to the blunt force projectiles like the Solid Shot and the Grape Shot, but the armour-piercing ones I don't think should have it. The key feature of armour-piercing ammunition is that they concentrate their force on penetrating the target and impart very little of it as "push" on the entire target's body. Anti-tank kinetic penetrators, for instance, will often spear through armoured vehicles with so little "shake" that it looks like the round missed. I imagine this would splatter a soft target, but I can't imagine it would knock it back much.
As for the "Double Charge" mechanic, as I said - I want this to be a reload type thing. I can't call it "reload," however, since it needs to be a choice. If you HAVE to reload between every two shots, we might as well stuff this into the animation. So I need to explain why you can choose to reload, but if you DON'T choose to reload, you can keep firing anyway. I was thinking of maybe instituting a small recharge buff on Portable Cannon powers only every time the player recharged, but then I came upon the idea of ramming in a double charge of propellant as a way to both get an Aim/Build Up variant and to give the set some more punch like a cannon really should.
Honestly, I have to admit - the Portable Cannon set is almost crying for a Momentum type mechanic where reloading it makes you fire faster for a few seconds
Sadly, that's been done, and it's considerably harder to pull this off with a special attack, as opposed to any attack that lands. As I said, this is something that players should ideally want to use after every attack, but NOT something that players will feel obligated to use, so those not wanting the extra animation time can just skip it. I'm open to suggestions as to what Double-Charge should do, but the point is that I want a power that's designed to be used after every shot.
Confidentially, I want a reload mechanic because I simply want to see a giant red-hot shell propellant casing ejected from the cannon as often as possible
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Nice! That's my biggest wish, really, so having that on a list as "looking into" is pretty satisfying. I just hope something comes of it eventually.
I have a few more requests that I forgot but people have reminded me subsequently:
Hair
Long hair for men: Since the game came out, we've been asking for more long hair for men other than the one single Long hairstyle. Jay gave us a second one which is SHORTER in the Barbaric one, but that was years ago. We need more. We need the Glam hair from women made for men, essentially, and we need a lot more like it. Men can have long hair. I used to have shoulder-length hair, but mine is too weak to be that long.
Long hair for women: This goes both ways. Women have plenty of long hair, but most of it is pretty old, with most of the new hairs being short. We need more long hair for them. We can also use a few more "big" hairdos.
Dreadlocks: I really want to see this, and the hairstyles we have posing as this don't cut it. Take your average Rastafarian and do that. I'm talking about longer, thicker locks and a generally much bigger hair.
Animal feet
I agree with enabling regular plantigrade legs to have digitigrade feet. Pick pretty much any Disney movie and you'll see what I mean, though Baloo is not a bad example. Or, hell, check out the Swat Kats. We actually do have a legitimate digitigrade leg under Tights for women, at least, which is a significantly less curved Insect foot. Maybe we can have more of that?
As for the actual Monstrous feet, I agree - cat's paws without the claws would be nice. More monstrous feet in general would be nice, as well, with boots, with ornaments and armour strapped on and so forth.
Tails
It's been so long since we got new tails it's actually frightening. I guess the scruffy copy of the Mutant Pack fox tail that was in the Animal Pack counts, but that was STILL a long time ago. I want to see a robotic tail, I want to see a tail made out of energy like the Celestial wings, I want to see more monstrous tails.
Also, BIGGER tails. Aside from the two fox/wolf tails, all of the animated versions of legacy tails are very small. The cat's tail is tiny and the devil tail is just string-like. I'd like to see a few tails with more meat on them. The "tastes like me" tail was a good example of a thick, furry tail, which is what I mean. We also need a legitimate reptile tail, since the lizard one we have right now just isn't very good.
That's all I have for the moment.
