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Something just occurred to me. Since "servers" is countable, shouldn't that be "fewer servers?" "Less," from what I remember of my English education, should be used with uncountable nouns, such as, say, "water" or "space."
Or have I just forgotten? -
It's really odd. The stealth component on stealth powers in defensive powersets never suppresses. Cloak of Darkness and Energy Cloak, for instance, are always active, always protecting you from the perception of nearby enemies even when you're fighting a spawn right then and there. Hide, supposedly the game's best form of stealth, however, does suppress its stealth component.
What this means is that when I play my Energy/Energy Brute and team with a stalker, the Stalker is MORE visible than me for the entirety of the fight following his Assassin's Strike. It doesn't matter if I blow the world up with Energy Transfer, the supposedly stealthy Stalker will always be more visible.
To me, that is silly, and is the chief reason I'd like to see the stealth component in Hide NOT suppress when attacking. Enemies still know where you are when they're aggroed, because once they aggro, they no longer use perception at all, so this does nothing to make the Stalker any more overpowered. All it does is help him NOT be overshadowed by other people's non-suppressing stealth powers. -
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CAPS LOCK = CRUISE CONTROL FOR COOL
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I concur!
Also, unless the idea presenter would like to address the multitude of issues this brings, such as name conflicts and terrible publicity, I'm inclined to disagree. Less servers does not equal more people. If anything, it equals fewer. -
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The reason Super Jump and Combat Jumping can slide up walls has to do with Jump Speed.
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Actually, I believe it has to do with Jump Height more than it does with Jump Speed. I've done the wall crawl a number of times with just Combat Jumping.
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I don't believe it has to do with jump height, because it's possible to scale things many times your maximum jump height, and indeed it is possible to scale infinitely. It is also possible to scale on your way down from a jump where height no longer plays a role, and it is possible to yo-yo up and down an inclined wall by holding and releasing the movement key(s) towards the wall. On the other hand, the Jump Pack, which gives infinite jump height but no jump speed, has not been as kind to me when it comes to scaling walls.
In any event, though, I primarily want to ensure that Super Speed doesn't stop being super if you combine it with a not-so-super jumping utility. It's actually more than a little funny that you cover about as much horizontal distance with or without Combat jumping active while super speeding (a fact not true when not super speeding), with Combat Jumping inching ever so slightly ahead because it takes a fraction of the second for the character to decelerate from Super Speed speed to Combat Jumping speed. It does give more air control and height, but at the cost of narly air brakes, which is unpleasant.
Plus, I think it's no less silly to have to shoot forward like an uncontrollable rocket with every jump with Super Speed on than it would be to shoot forward like an uncontrollable rocket with every jump with Super Jump. A little more control, a little more distance and a little less interference are all things I'd like to see done to help Super Speed. I won't claim that it's the worst travel power, not by a long shot, but it's certainly NOT the best overall, so I believe at least an improvement or two are in order. -
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When someone uses super jump near a non-vertical (sheer) wall, you can continue to rise well above your jump height...in fact, it is possible to reach the ceiling by "sliding" up leaning buildings.
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I should slap my forehead, but THIS is one thing I really think should happen to Super Speed, even if it won't exactly solve the problems mentioned.
The reason Super Jump and Combat Jumping can slide up walls has to do with Jump Speed. Given enough Jump Speed, or lateral speed in the air, one can move into the wall faster than one moves down, thus moving UP. However, Super Speed does NOT grant any Jump Speed increase, leading to... Rather interesting effects when you run and jump, but more than that, leading to the effect that jumping while super-speeding with Combat Jumping on will KILL your forward speed, because Combat Jumping's Jump Speed is significantly slower than Super Speed's run speed.
So here's a suggestion - can we add a Jump Speed buff to Super Speed that matches at least its base run speed? Keep in mind that without a Jump HEIGHT buff, all Jump Speed does is allow you to move faster when you jump, it does NOT allow you to jump higher. This would solve several problems. It would make controlling your incredibly long jumps with Super Speed a tad easier, it would make Combat Jumping, and indeed any small-scale jump speed buffs, not interfere with the power AND it would help allow the user to slide up some walls.
What do you say? -
I'm still not confident if it was anything animated or just capes specifically they wanted to ban.
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I'd actually go with a regeneration debuff. I'm not sure what conceptual idea the defence debuff has, but I'm pretty much against toxic. In this game, toxic represents some kind of ooze that's either poisonous or corrosive, whereas radiation is, for the most part... Well, radiation. Much more so than contaminating enemies with radioactive materials. I mean it could be made to be that, but I don't think it would be very interesting.
Something else interesting, recently seen on Mythbusers: "Just because the cockroaches have been exposed to radiation does not make them radioactive." - Grant Imahara, talking himself into working around cockroaches exposed to 100 000 rads.
Radiation, generally, destroys the soft tissues and damages the genetic code, so to me, that would work best with a regeneration debuff, with the hand-wave that the actual damage is represented by the attack and the lingering effects on metabolism are represented by the loss of regeneration. I know that, traditionally, Radiation's "thing" has been -defence, the say way as Dark's traditional effect is -tohit. Still, I find a regeneration-debuffing melee set to be an interesting prospect.
On a more practical note, I'm seeing a sea of Moderate damage attacks. I'd like to see at least one Extreme and one Superior, else I'd like to see at least two Heavy ones. -
I just refuse the buffs, myself, so I wasn't aware they made a sound. I did hear the loud smooch once, though, and it did startle me because it was a game sound I hadn't heard that came out of far right on my stereo, where the door out of the room is. I thought something dropped in the hallway
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Well, Clobber already pays a high price for what it does in cost and recharge, plus it robbed the set of a true control power, so I don't believe it's any problem what duration its animation is. Shatter's animation isn't that much longer, anyway. It's also important to remember that both Battle Axe and Broadsword end in big hitters that can clip up to 10 targets, whereas War Mace has Clobber, which is limited to one, yet still hits only as hard as Cleave. I don't believe the set is overpowered even now.
The problem with the animation that I see is it just doesn't look big enough, not nearly for what it does. It's like BANG! BANG! Plink... Bloody mess! It's a decent animation, but it needs some more graphical power behind it. Merely cloning the shiny and screen shake of Shatter to Clobber would be enough as a baseline, in my opinion, though I wouldn't refuse a brand new effect, either. -
I'm kind of surprised no-one has had anything to say about this, good or bad. I'd really let it just slide into obscurity, but I'd also really like to hear at least SOMETHING from the playerbase on it..
But, I guess, if no-one cares then no-one cares. -
I'd like to see the hats, at the very least, be proliferated.
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So far, I only have two ideas, and neither one has been made in-game yet, for lack of available costume slots

One is Sir William Worthington III, as you can tell by the background, a villain. His first costume, the one he has on now, is a lot more... Modest
The other is Grimwall, who's flowing, elegant white dress, the clothing I originally wrote her with in my Tale of Two Hearts, has finally come probably as close as I'm going to get it to how I originally envisioned it. I might add some more... Frills, at a later date. Too bad the high collar clips with her hair and I can't use a short cape with it. -
The background is horrible if you want to make anything that's dark or black, especially villain-side. I don't know when culture decided that all villains had night vision and lived in perpetual darkness, but it makes designing some costumes painfully hard. And I have my gamma at 85%, which is SIGNIFICANTLY brighter than it normally is, and it's STILL dark, especially when it's daytime in the real world.
A more neutral background, a colourful background, a gradient or even a shifting-colour background would be better. The lighting inside the editor doesn't seem to be bad in and of itself, but sometimes it's patently impossible to get a look at certain parts of the costume with how rigidly locked the camera is. It's also completely impossible to tell scale, because all characters, tall and short, scale to the same identical height in the editor.
A changing room where we can try our costumes out, walk around in various light conditions and compare ourselves to either mock-ups of various NPCs or at least a range of mannequins labelled "short," "medium," "tall" and so forth, would be nice too. Just some way of trying out a new costume BEFORE we fork over for it, or BEFORE we step into the world and find out we need to remake. -
Let's get something out of the way: We all know that War Mace, Battle Axe, Broadsword and Katana share the same family of powers, consisting of a selection of reliable attacks, neither too strong nor too weak (in terms of scale damage) and ending up with one or two "flashy" attacks to denote the most powerful. Katana gets one - Golden Dragonfly, and all the others get two. Broadsword gets Disembowel and Head Splitter which display a red "pillar of pain," Battle Axe gets Swoop and Pendulum, which display an odd yellow trail, perhaps a ripping pattern, and War Mace gets Shatter and Crowd Control, which display a blue effect reminiscent of splashing water or possibly what one sees when one sees stars.
Here's where the trouble is with War Mace, however - neither Shatter nor Crowd Control are the set's strongest powers. As of fairly recently, this honour is given to Clobber, the once low-damage, high-stun attack turned set's heaviest hitter. I'm not sure what War Mace's original design was (low damage, high control, maybe?) but it's left the set with attacks which are, comparatively, on the weaker side, essentially what Tremor is to Foot Stomp. When that was changed and Clobber was turned into a very heavy hitter (on par with Cleave, in fact), however, nothing in its effect changed. It's the same old swing (Hack/Chep) with the same old non-effect. Perfect for a low-damage utility power, but for the set's heaviest hitter...
This brings me to my suggestion. Could we do something about that? It's bad enough Shatter has the cooler, heavier-looking animation of Head Splitter, but it also has the very evident, very flashy effect it has, yet it does lower damage. True, it extends in a cone, but still, the set's heaviest power has to have SOMETHING to it. Personally, I'd be happy as punch to just have the blue splashy effect cloned over Clobber, just to signify its strength. I wouldn't mind an ever so subtle screen shake to it, too. But that's just one possibility.
In truth, ANYTHING done to Clobber to "spice it up a bit" would be just dandy in my book. I know BABs has a hard and fast rule about not changing the look of powers "just because," and in most cases I agree. Long-established powers don't really need changing most of the time. Clobber's current incarnation is not a long-established power, however. It may be old news by now, but on the time scale of the whole game, that's still pretty new. In fact, I honestly expected the power's appearance to change to reflect its damage when it was changed. I just didn't really have any Mace characters at the time to know one way or the other.
So, that's my suggestion - make Clobber's effect reflect the power of the attack. Simple as that. -
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Mine was taken down last night. I republished it, and ran it again.
There's no point in trying to control a person play style, because I certainly will not bend.
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There were warnings of consequences if the same arc has to be pulled down more than once. I believe if it were pulled down twice, you wouldn't be able to reupload it, and if you keep trying, you could face a temporary ban. It was either in one of the official releases or something the Greeters in the Architect buildings say, I can't remember.
So, while you may not bend, it's possible you could have your Architect access permanently revoked. -
Or if you accidentally delete all your new lines. Agreed, a Back button would be a very good addition. It would allow us to experiment without worrying about deleting what was previously there if the end result isn't satisfactory.
Adding an Undo function similar to Word or Notepad would be cool, too. -
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I'm pretty sure this suggestion should stilll be over here.
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Again, I don't believe it belongs in a thread about suggesting costume pieces, as I'm not suggesting any particular piece. What I'm suggesting is two new costume subsections, which would actually be BABs' thing more so than Jay's. I don't actually have any ideas how these should look, only how they should behave. -
Let me open with the reason why this isn't in Jay's costume request thread - this isn't so much a suggestion for new costume pieces, as it's a suggestion for a new category of pieces. If we ever get that, then we can suggest pieces for it. With that out of the way...
Have you ever noticed how boots and gloves come in only two varieties? They're either full, gloves all the way to below the elbow and boots all the way up to the knee, or they're "custom," having one model or texture, usually with only skin as an allowable option below it. The fingerless gloves and the padded gloves are good examples of the latter - really cool in and of themselves, but you can't really wear them over anything BUT a bare arm. What's more, there has long been a call for smaller boots that don't go all the way up, like the Skulls have, for instance, as well as actual SHOES. The only shoes we have that don't come with a bare leg are the Sneakers, and their only option is having that nasty sock.
Well, once upon a time, Full Helmets used to have the same problem - either you have a full-face helmet, or you have ONE type of open-face helmet. These days, we have the so-called Half Helmets, which have been a major improvement, in my opinion. So why can't we have Half Boots and Half Gloves, then?
Here's how I envision this working. We have the character's leg draw exactly as it would be in Tights, but without the foot, and OVER that model, we have a selection of shoes and boots that go OVER that leg. The leg, as with Tights, can have any texture currently usable, from Bare to Tights to Armoured to Bio Organic, to socks and fishnets. Practically anything we can pick for a Tights lower leg now, we would be able to pick. Then over that, we choose "details" similarly to how we choose jackets or 3D chest details (Enforcer chest plate, Samurai armour vest, etc.) to form the actual shoe or boot. This can be anything from dress shoes to metal shoes to low boots to even high boots.
The reason this is better is that we won't be limited to boots all being knee-length, meaning we can have tall ones, short ones or even ones that go all the way up, but don't cover the leg completely. What's more, we could have low boots in 3D which we can combine with the lower leg texture of our choice. Say, ankle-height metal shoes could go with tights for a more classic look, with an armoured texture for a power armour look, or even with a bare leg for a more... Interesting look.
Gloves would work in largely the same way. The forearm would be drawn all the way down to the wrist, without the actual hand, which would be replaced by the hand of whichever glove design we choose. That means we could pick a metallic glove that would only go up to the wrist, for instance, and then the rest of the forearm could be bare for a "Chun Li" look, tights for a sleeker look or Bio Organic for a metal-gloved monster look. Or, we could pick a big glove that goes all the way to the elbow, but consist only of metallic bands with skin showing undernear. Or Tech Bot, if skin isn't appropriate. The point is, we would have a choice and the art team (that would be Jay) would have a little more freedom if all gloves and boots didn't have to go all the way up to the model joint.
I also have to be honest and admit where I got the idea. I didn't think it up by myself, rather I sort of inferred it from the Champions Online's Rate My Hero page. One slow day at work, I spent hours looking through the (crappy) designs the Beta people there had published, and it struck me just how even a single simple glove or boot design could work in SO many different ways if you could pick what the body texture underneath it was. I apologise if my inspiration is unacceptable, but I still believe the idea itself is good. -
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They get trashed pretty quickly the second you go into even a basic combat stance, much less something as extreme as taking a knee to rest. There are numerous core animations (animations that are shared between all player characters) that would be problematic with attempting to add full length robes to our current player model skeletons.
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While I can't say I've seen the Tsoo , Lich or Oni do anything too terrible with them, I can see where the problem might arise. From what I've seen of Robes, they're only really attached at the waist and at the ankles, but not at the knees. That's why you sometimes get the effect where one side of the "stretched skirt" will clip through the other, or where the knees will clip below the bottom line of the robe.
Still, I can't say it wouldn't be nice to get something that works some day. -
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Yep, every issue someone will complain about something. Like you complaining about people complaining too much.
The irony is staggering.
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Is it not more ironic that every time someone complains about complaining, someone else will inevitably show up and chastise them about it? I mean that quite literally. I have not seen, not once, someone gripe about people complaining about everything and NOT had one of these posts put in response. -
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Yeah, it basically comes down to the fact that there are certain powersets (coughmartialartscough) that make true "wizard robes" impossible to animate. Jay explained this as much in the Q&A at HeroCon.
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What about the Tsoo and their skirts, though? Between them, their bosses have almost all the Martial Arts attacks already, don't they? -
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While I don't want to nay-say for no reason, I'm not sure it's a safe bet people will know about this.
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I don't think how many know about the event really matters. Most people who are unaware of Tanker Tuesdays would also be unaware of the plaque, so it wouldn't even effect them.
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Doesn't that kind of miss the point, though? The point of recognition is for something to be recognised. If the event really is as great as people say (I honestly wouldn't know), you'd think that that putting a plaque of it somewhere where no-one not already in the event will see it would be a bot of a letdown.
That's actually why I chose to post here at all. Recognition needs to be public, but I'm not sure how much of the public is really aware. If it's not going to be public, why put it in the public section of the game?
I'm not really for or against this, I'm just not sure a plaque in public space is the best way to accomplish this. An article in the City Scoop, special forum titles for the organisers, a spot in the game news or some such would be a lot more appropriate, in my eyes. -
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In fact, nowadays Hover can get you killed very dead at low levels, unless you have a -KB IO slotted somewheres: It'll in essence freeze you in place so enemies can pound on you all the harder. "Defense," my posterior.
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The knockback animation when not flying takes LONGER. -
While I don't want to nay-say for no reason, I'm not sure it's a safe bet people will know about this. It's a traditional event that's been running for half a decade, yet with coming on five years of veteran awards and Lord knows how many hours spent on these forums, this is the first time I've heard about it. I may have caught the name in off-hand comments in unrelated threads, I don't remember.
It seems a bit much to put an out-of-character event limited to one server into the game's canon, from where I'm standing. It's not like it hasn't happened before, and it's not that I don't want people to receive their recognition, but a plaque in the game doesn't strike me as the best way.