BackAlleyBrawler

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  1. [ QUOTE ]
    It is entirely possible that Positron wasn't being entirely truthful when he claimed that Castle and his team didn't have time for Powerset Proliferation in Issue 13 because they were completely consumed by the Custom Critter Creator. If we are getting Power Customization, even just the ability to change the colors, then it seems that Castle and crew have been recoding all of the powers in the game that have a visual effect.

    I can see how an undertaking like that could get in the way of Powerset Proliferation.

    [/ QUOTE ]

    Castle and his crew were entirely consumed by custom critter powers in the 13-14 time frame. There's no dishonesty or secret agendas...there was just a lot of work that went in under the hood for Mission Architect.

    There wasn't any time for powerset proliferation then, and with the work being done for future content, there's not really a lot of time to do it now. Proliferation is very low hanging fruit, but we're really jammed right now and I honestly can't say when we might be able to squeeze in another batch. What we need always ends up taking precedence over what we want, and right now there's a lot of need.
  2. BackAlleyBrawler

    /em throwmoney

    [ QUOTE ]
    Not a fan of it costing, but DEFINITELY a fan of a throw money emote

    Do we have a BABs' official emotes suggestion thread?

    [/ QUOTE ]

    We do, but it's not on these forums and only I have access to it.

    So far, I'm not getting a lot of quality suggestions.
  3. BackAlleyBrawler

    Dead emotes

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    I don't think I've ever said anything is "hard" to do or even intentionally implied it.

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    *cough*powercustomization*cough*

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    I've never said it was "hard" to do. It said it would be massively time-consuming.

    Not even remotely the same thing.

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    Out of curiosity. What is something you would deem hard to do?

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    Trying to make a majority of you guys happy.
  4. BackAlleyBrawler

    Dead emotes

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    I don't think I've ever said anything is "hard" to do or even intentionally implied it.

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    *cough*powercustomization*cough*

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    I've never said it was "hard" to do. It said it would be massively time-consuming.

    Not even remotely the same thing.
  5. [ QUOTE ]
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    I'm not going to mention the coolest animation bug that I've found, because with my luck, the devs would fix it as an "exploit"

    however, it's cool, and I just assume it's a bug and not meant to be.

    [/ QUOTE ]

    I'm the same way; I've found a few that are a lot of fun, but after they took away my own personal awakening emote I'm hesitant to /bug them.

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    *slow clap for both of you*
  6. [ QUOTE ]
    I made a new toon just to see what's up on Test. Put on the Power Slide and am looking at the new animation for it. It's got some things shooting outta it at all angles.

    Is this right??

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    It's a bug with our FX sytem. Should be fixed in the next build.
  7. BackAlleyBrawler

    Dead emotes

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    I don't think I've ever said anything is "hard" to do or even intentionally implied it. Challenging isn't really a factor for 99% of the stuff we do. Instead, it really boils down to time, available manpower, and prioritizing what's needed over what's desired or what we think will have the biggest impact on the game over what will appease the vocal minority.

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    I guess "hard" in this case is what the system can and cannot do, then I suppose there's little you guys CAN'T make it do with enough work, so I see what you mean.

    While you're here, though, how about it? Is it even possible for dead characters to perform emotes without having to rewrite core systems?

    [/ QUOTE ]

    Absolutely possible, and absolutely inappropriate to be doing so.
  8. BackAlleyBrawler

    Dead emotes

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    I really wish the emote pop-up menu picked up more of the newer ones. I forget they are there, and I feel silly keeping a print out of them on my desk.

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    Many of the new emotes are tied to exclusive content such as Booster packs. Our quickmenu system isn't robust enough to discern whether or not an emote is something that you can actually do, so there'd be a lot of confusion for players if the Wedding pack or Cyborg pack emotes suddenly appeared in their quickmenu, but they couldn't actually use them.

    However, some of our more clever players have figured out that you can edit the quickmenu on your personal system and basically set it up to do whatever you want. A bit of searching and I'm sure you can find a link to the how to for that.
  9. BackAlleyBrawler

    Dead emotes

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    Like most new emote ideas I would love to have all of these too.

    But apart from the the standard excuse from BAB that "emotes are relatively hard to code in this game" there are probably other reasons why we'd never get "lying on our back" emotes or "writhing in pain" emotes that are easy to imagine when you consider the wholesome "Teen" rating of this game.

    [/ QUOTE ]

    I've never said that "emotes are relatively hard to code in this game" and I'd appreciate it if you didn't perpetuate such as a direct quotation.

    I don't think I've ever said anything is "hard" to do or even intentionally implied it. Challenging isn't really a factor for 99% of the stuff we do. Instead, it really boils down to time, available manpower, and prioritizing what's needed over what's desired or what we think will have the biggest impact on the game over what will appease the vocal minority.

    That is not an 'excuse', that's the plain and simple truth. We simply cannot do all of the things that we would like to do for this game, much less all of the things that you guys want for this game. That's true whether we have 15 people or 500 people.
  10. [ QUOTE ]
    They have been around so long they should be paying US to eat.

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    Jay and I were actually paid by Taco Bell to eat one day. They were doing some marketing research on a new product and gave us some "taco bell bucks" for sampling it and filling out a little form.
  11. BackAlleyBrawler

    Dear Devs,

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    Castle at home reading the forum

    Castle: Wow light house quit, yet another thread about how we should bring i12 back somehow, let me call babs.
    Babs: Sup castle?
    Castle: It's been months since i13 closed beta and ppl are still hating this new pvp and we actually lost ppl instead of attracting them.
    Babs: I told you this would happen, just give them back their pvp man, you know I'll hook you up on the animations it's nothing.
    Castle: Your right, but giving in is like admitting a mistake was made and heaven forbid i do that i'll just continue to pretend all these threads don't exist and just tell everyone it's a success and i think we'll pull through this :P
    Babs: That's just wrong I'm getting off the phone with you man I'm a throw up listening to this.
    Castle: Thats cool later Babs I'm a ignore these threads anyway, but i feel the need to respond to this thread i see about jello :P

    [/ QUOTE ]

    That conversation never happened.
  12. [ QUOTE ]
    Any possibility for some type of acrobatic type of movement as a new movement power?

    Kind of like what Sabertooth does when he runs.

    [/ QUOTE ]

    Sabertooth is acrobatic?
  13. [ QUOTE ]
    <center><img src=http://i281.photobucket.com/albums/kk218/NCNiviene/City%20Of/Jester99.jpg>
    Mod8 aka TheOcho</center>

    Okay, so Matt Miller and our Dev Team received yet ANOTHER basket…



    Thank you very much to Jester99 . It was very thoughtful of you!

    Before all of this gets too out of hand though, everyone…we want to make sure you know that by posting that first basket that arrived, we weren’t by any means suggesting that others send presents.

    Although we appreciate the kind gesture we definitely didn’t intend to suggest that it’s now something ‘expected’ of you or that it will get anyone any extra advantages…like getting into our betas or information and such. J We don’t want anyone to feel obligated nor do we want to make any players who don’t have the means to show their appreciation in this way, feel bad.

    Plus, well…do you really want to be responsible for giving our Devs big heads? (Shhh…don’t tell them we said that!)

    Anyway, thanks again to all, but please, please know that a few kind words on the forums means just as much to us – if not more!!! :0D



    [/ QUOTE ]

    Nom Nom Nom Nom

    (P.S. - Cash donations sent to BABs c/o Paragon Studios are still acceptable)

    (P.S.S. - Not really, just kidding)

    (P.S.S.S - Don't click on that link if you're squemish)
  14. [ QUOTE ]
    We're sitting in a meeting and our Development Director said "We've contracted some Type R programmers".

    I had never heard this term before, so I jotted it down on my notepad, so I could inquire about it later.

    Just then our Lead Engineer asks "What is Type R?"

    Our Dev Director looked stumped. "What do you mean?"

    "You said 'Type R Programmers'" said the Lead Engineer.

    "No, I said 'High Powered'." said the Dev Director.

    "No you didn't. You said 'Type R.' See I wrote it down." I said, and showed him my notepad that said "Type R?".

    So now, everything high powered and awesome in the office is "Type R".

    I am now on a crusade to get it used outside our offices. I should add it to urban dictionary or something.

    [/ QUOTE ]

    What's a 'High Powered' programmer?
  15. [ QUOTE ]
    *chuckle*

    This couldn't possibly be a ploy on the part of the devs to get more people to send goodies...

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    As if being across the street from McDonalds and Krispy Kreme isn't enough of a temptation, you guys have to keep shipping delicious food directly to us.

    As always, we greatly appreciate these types of gestures. Thanks.
  16. [ QUOTE ]
    I'm surprised they don't lazy out and do something like 'dual mace.'

    Just lethal > smashing, use same animation but with batons, and there you go!



    (Actually, come to think of it... that WOULD be kinda neat...)

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    If we were going to do some sort of dual smashing weapon powerset, I'd definitely go with more Escrima flavored animations.
  17. [ QUOTE ]
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    Try as I might, I can't come up with anything but 46 each time I count.

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    The cameraman perhaps.

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    The cameraman actually is another dev who opted to remain anonymous and unseen. So there's another +1
  18. [ QUOTE ]
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    I'm sure the COMPANY has 50 employees, but how many of them actually work in the same cubicle farm alongside Positron, War Witch & Co.?

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    For reference, I count 47 people in this picture, which is now outdated.

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    That picture was taken just a few weeks ago. There might be a few new faces not shown there, but that's a pretty good representation of the people who are here now, at Paragon Studios, in Mountain View, in the same building, in the same 'cubicle farm', working on this game and not any other game.

    As others have pointed out, that doesn't reflect the various GMs, tech support people, Customer support, NCSoft West biz peeps, etc etc.

    Hopefully, that's clear enough.
  19. [ QUOTE ]
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    Is there anywhere in the game with power suppression that isn't on it's own, separate map?

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    I don't know of any constant ones. But the Devs seem to be able to turn it off and on as something like an AoE toggle. I've seen both Ghost Widow and BaB turn suppression on during different events. It certainly didn't seem to be affecting those who were far away from them.

    [/ QUOTE ] They should have turned it on for ten second bursts during the recent event with all the monsters and AVs.

    [/ QUOTE ]

    I actually did at one point, right before spawning in a Blue Mito.

    Kicker is, you guys still managed to kill it!

    I'm NEVER listening to another complaint about nerfed powers again!
  20. The new "Captured (Energy Field)" animation is almost exactly the same as it was before, minus the large rays of psychic energy emanating from Penelope Yin. If you're seeings something radically different and wouldn't mind posting a screenshot, it might help me track down what's going on.

    It's actually an effect for a Rikti 'containment field'. If I remember the mission correctly, they had captured Penelope Yin and were using her as a psychic battery to open a portal to their homeworld.
  21. [ QUOTE ]
    *sighs* The captured Energy Field FX was just perfect for one of my missions... (psychic) can't we have both animations? Btw, this current Enerhy Field looks basically the same as Floating Struggle (green energy)

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    I'm still playing catch up on the animations available in the mission architect. There were a couple of things on that list that shouldn't have gone on there, and a number of things that don't appear to be working correctly. I've been spending quite a bit of time sorting out encounter animations and emote animations trying to get everything doing what it's supposed to be doing.

    On a somewhat related note, I want to try and expand the list of available animations...once the ones that are there are playing correctly. There are a number of weapon based animations that use a generic weapon prop, and I want to make a version of those that will work with any custom weapons and/or shields that custom critters use. There are also a lot of player emotes that might be fairly quickly and easily be converted into encounter animations and made available for use in MA content.

    Also, regular old player emotes should also be working with combat modes very shortly, including shields.
  22. [ QUOTE ]
    http://boards.cityofheroes.com/showflat....=1#Post13429389

    Posted about this error. No one seems to be replying to it. But it's going to make many arcs now unplayable.

    It's also ridiculous that they made a 300 character limit to character descriptions when some of their characters By default are longer then that.

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    We've seen the reports and are looking into it.
  23. [ QUOTE ]
    AH NUTS!!! The motes don't work when you're hovering or flying

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    Thanks for the head’s up. A fix is on the way…
  24. [ QUOTE ]
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    I don't guess you can bind the costumechange emotes, I've tried dozens of combos, none of them worked..

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    You can.

    BAB is working on a post. Stay tuned.

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    Hope you guys are enjoying the costume change emotes that are part of the Magic booster pack. There have been questions here on the forums about using these outside of the costume selection screen, and the answer is "Yes. There is a console command for activating these."

    The command is /cc_e or /cc_emote ('costume change emote')

    The full syntax is:
    /cc_e [costumeSlotSlot#] [emoteName]

    There are a couple of important notes. One, the costume slot numbers start with 0. So your first costume slot is 0, your 2nd is 1, 3rd is 2, etc. Two, you need to use the actual emote name, not the display name that you see in the costume select screen's rollout. For the magic pack, these are:
    <ul type="square">[*]CCPrestoChango - “Presto Chango”[*]CCLightning - “Lightning”[*]CCSpin - “Spin”[*]CCCast - “Cast”[/list]Example:
    /cc_e 1 cclightning
    Will switch you to your 2nd costume slot, using the "Lightning" costume change emote.

    As part of a macro or bind:
    /local ABRACADABRA!$$cc_e 1 ccPrestoChango

    Other than that, the normal rules for costume changes apply. You can only switch costumes once every 30 seconds. If you try to use a costume change emote sooner or try to switch to the costume slot you're already in, it won't work. You'll look foolish, and everyone will laugh at you.

    Cheers!
  25. [ QUOTE ]
    Forgive me if this is too obvious, but if they look that bad, why not simply prohibit certain ATs or power sets from taking them?

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    Let me clarify something here, because everyone’s taking Posi’s joke about Martial Arts a bit too literally. The only animations that robes look okay with are the basically the ones where you stand around fully upright. So the idle animations, a handful of powers, and a number of emotes. 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. That's before even getting into specific powersets or ATs.

    This is not a limitation because of Martial Arts. It’s an issue with all player characters.