BackAlleyBrawler

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  1. Quote:
    Originally Posted by GibberingLunatic View Post
    *pouts* well... that sucks. its about the only thing that keeps my corrupter alive with pulls at times, <flight><proton volley><slide out of LoS just as it starts firing>

    Then again, I do have a couple interrupt reductions in there so its possibly making the whole root thing last shorter than the animation as well.
    Interruptible powers do not root until the attack actually fires off. It's possible to have a window where the interrupt time has passed, but the windup animation is still playing...where you can move and still have the attack going off. Especially if you have slotted for reduction.

    That is WAI right now.
  2. BackAlleyBrawler

    No "More"

    Quote:
    Originally Posted by Goliath Bird Eater View Post
    Jumping while walking!

    I don't care if you call it "impossible" or "just a dream"! We must dream the impossible dream! We must fight the unbeatable foe! We must run where the brave dare not go! We must reach the unreachable star!
    That will be in a incremental build pretty soon.
  3. Quote:
    Originally Posted by Kosmos View Post
    Shield Defense characters still have the hiccups in this build.
    Should be fixed soon...patience.
  4. Quote:
    Originally Posted by Ironblade View Post
    Actually, we did. There was extensive discussion on the matter, some powers were pointed out that were not consistent, and they were changed. This was on the previous forums, though, and quite a while ago.
    Rooting Rules:

    Quote:
    "Rooting" refers to using the "CANTMOVE" flag in an animation sequence. This flag not only prevents player movement but also prevents using any power or inspiration (including breakfrees). Up until recently there were no hard rules about using this flag, but we've recently revised all player power animations so that they follow a consistent set of rules. New animations should be made consistent to these as well.
    Toggle Powers:
    • Any toggle that damages, debuffs, or applies a status effect to an enemy is considered an attack and will root the player while activating. (Toggles that only taunt will not root)
    • Any toggle that affects yourself and/or allies will not root you while activating.
    • Any toggle that only affects yourself will not cause you to be rooted while activating.
    Toggle powers that root should all only root for 45 frames (1.5 seconds), after which the animation should be interruptible by movement or other power animations.
    Click Powers:
    • Any click power that damages, debuffs, applies a status effect, or taunts an enemy is considered an attack and will root the player while activating.
    • Any click power that is a PBAOE ally buff, single target ally buff, or single target ally heal will root the player while activating.
    • Any click power that is an PBAOE ally heal will not root.
    • Any click power that is a self only buff or self only heal will not root.
    • Any click power that is a 'placed' effect (pet summon, Teleport, Rain of Fire, etc) will root while activating.
    • Any click power that is a 'tier 9' power (Unstoppable, Moment of Glory, Elude, etc) will root the player while activating. These powers should only root for 45 frames before being interruptible.
    There can be exceptions to any of the above rules as deemed necessary.
  5. Quote:
    Originally Posted by SuggestorK View Post
    OK, but all i said that it was it was changed sometime back and we nvr did get a clearification about that this buffs should do that.

    My solution was is and will be that i wont take this power anymore on any char i create, i can see the rooting for healing aura/heal other it roots me for maybe 1 sec or 2 sec i can live with that, but the cast/animation time for Clear mind is just annoying long (i think about 5 seconds).

    Well thx for the answer at least we know now that it should do that and that it isnt a bug.

    Greetings
    The amount of time that the animation for Clear Mind is flagged as rooted is 1.1 seconds. The activation/cast time is 3.1 seconds, but that's a separate thing from rooted/non-rooted. The activation time would prevent you from using another power, but you can still move around. Rooting through the sequencers prevents both.

    I'm not entirely sure why that is so high. Looking at all of the powers that use that particular animation, and the activation time is kind of all over the place. Lemee check with Castle when he gets back and see if we can't make that a bit more consistent.
  6. Quote:
    Originally Posted by Old_Gray View Post
    Not sure this is the right place, but it certainly is CoH/CoV related so here it is.

    Massively has a response from NCSoft concerning a rather doom and gloom piece they ran concerning the CoX franchise a few days ago. Not sure if it is anything more than corporate speak, but worth a read I think.

    If this should be elsewhere, I apologize.
    Wow...are the comments there always so brutal?

    I had no idea so much was at stake with Going Rogue, you think someone here would have said something about the future of the entire NCWest division riding on our expansion pack.

    I find this comment particularly amusing
    Quote:
    So, The NCexecs "clearing up" anything just looks worse IMO. Maybe if BABs, Castle or Posi (not SexyJay, what would be the point? The man makes zero sense) I'd be more willing to hear it.
    If that's from one of you guys, I'm flattered...but really? You trust me, an animator/VFX artist or Castle, a power designer, over a NCSoft exec who actually knows what they're talking about? Why...because we're chatty here on the forums? Posi I could understand, cause theoretically he'd be the most 'in-the-know'. I would have thought that announcing a long overdue, genuine expansion pack for CoH/CoV could only be viewed as a positive thing for our game. How did someone manage to spin it into a sign of impending doom?

    So many comments on NCSoft in relations to unsuccesful games. As someone who was working on Auto Assault when it launched, I've never felt that its failure was due to a lack of support from NCSoft. Quite the opposite, they let us push the launch date quite a ways back for a much needed overhaul and polish phase. Post launch, the game did not do well and rather than completely cut and run, NCSoft still supported the game long enough to try and turn things around. Alas, it just wasn't enough. The game simply failed on it's own merits...but it had more than a fair shot, imo.

    I'm not trying to blow smoke up anyone's backside here, but we're doing pretty damn good for an MMO that's heading toward's its 6th birthday and we plan to be here for a while. There have been a lot of talented people who've helped shape this game over the years, and while there have been mis-steps here and there, we really are trying to make the right decisions for the overall benefit of the game that we're all so invested in. It's a tough gig, we've got a lot of hard work ahead of us, but I really do think that the best days are still to come and I hope you guys will stick around for the ride.
  7. Quote:
    Originally Posted by Golden Girl View Post
    I thought Back Alley Brawler's sarcasm came from his armored gloves? I've never seen him with a hat...
    Whup-*** is in the gloves. Sarcasm goes in the lid.

    Quote:
    Originally Posted by Golden Girl View Post
    And the spare ones are used for fixing the TF bugs?
    Nope...spare keystrokes are saved for sarcastic posts on the forums.

    And with that, we've come full circle!
  8. Quote:
    Originally Posted by Impish Kat View Post
    Did that on purpose.
    Irony.

    Like a black fly, in your chardoney!
  9. Quote:
    Originally Posted by Techbot Alpha View Post
    It might be unique to Maya.
    Either way, the PC starts deciding where the key frames go.
    I dont want to have to colour that picture. Its rather messy
    Er...I always work with auto-keyframe mode (Auto-Key in Max). All it does is automatically create a key at the current frame for any translation you do on the object. Nothing mysterious about it.

    In fact, I've only known one animator who worked by setting keys manually, and his curves were a bloddy mess. Namely because he would just select every bone and blast a key onto everything...whether it needed it or not.

    It's essentially the same thing, except one requires at least one extra keystroke and usually generates more keys than you actually need.
  10. Quote:
    Originally Posted by Impish Kat View Post
    Zombie, I agree with you for the most part. That was actually the point of my first post initially.

    What I was seeing was this:
    • players see a shiney in the patch notes
    • patch note thread becomes a rave about the new shiney
    • some players say "meh, I'd rather see something else", or some other non-shiney comment.
    • players and REDNAME put on their sarcastic hats and proceed to make fun of those who disagree with them.
    So I called BS.
    This is patently untrue. I have never removed my sarcastic hat, thus have no need to put it on.
  11. Quote:
    Originally Posted by FitzSimmons View Post
    OK, my bad. Thanks for bolding animation and animate for me.

    Are all of the stalker animations working?
    I don't know...I assume they are. I'm not aware of any bugs related to Stalker animations. That's not to say that there aren't, just that I'm not currently aware of any.
  12. Quote:
    Originally Posted by Dispari View Post
    Not to quote myself so fast, but I got someone on test to try it. I think we figured it out. One had Pacing of the Turtle, one had Tempered Readiness slotted, which give bonuses to slow powers. Once they removed those, they resumed normal walking speed. Bug found? Should work if you do the "ignore enhancements and buffs" flag?

    EDIT: This works with tarot buffs too. Buffs like Death, which increase debuff powers (including slow) will slow down your walk for all of a few seconds (up to the 10 that autos tick at). Once they wear off you resume normal speed, since Walk turns off your autos.
    I think you've keyed in on the culprit. Thanks.
  13. Quote:
    Originally Posted by PhantomRanger View Post
    I normally don't question changes made. But really what practical application does walking have? We can't use powers while walking. Why, why, why is this important? I know many players would have rather used this time for base improvements.
    *adds 'base improvements' to list of animations needed*

    I hope I don't run out of keyframes for that one. I better order some more just to make sure I'm covered.
  14. Quote:
    Originally Posted by Arcanaville View Post
    If you add a task force difficulty selector mouse button, you can animate two birds with one stone.
    That would require animation blending.
  15. Quote:
    Originally Posted by SuggestorK View Post
    The Power Clear Mind was rooting me at some point ago, cant reproduce it now cause i respecced all my empath out of this power cause of the rooting.

    I didnt see the necessary of rooting a player cause he cast clear mind on an other player, some team member of me died while i cast it on diff member sometimes while i casted it i died cause it blocked even using any other Power while the cast. And im 100% sure when i 1st made those chars that Clear Mind didnt root em that was changed somewhat in between maybe a year or such ago.......

    Greetings
    That would be consistent with our rules for what power animations root and which don't.

    "Any click power that is a PBAOE ally buff, single target ally buff, or single target ally heal will root the player while activating."
  16. Quote:
    Originally Posted by macskull View Post
    This x1000.
    Lemme just jot that down on my list of things to animate.

    ...better...mouse...functionality...for...Macs...

    I'll get right on that, as soon as I'm done animating these bug fixes for TF/SF levels.
  17. Quote:
    Originally Posted by Zombie Man View Post
    All toggles, however, detoggle and don't come back on when you leave Walk; which can be a little bit of an annoyance, especially if you have a lot of toggles running. Could toggles be suppressed instead of detoggled while walking?
    As stated in the patch note, this toggle is not intended to be used in combat. It's mainly there for people to RP in safe areas...Atlas Park, Pocket D, etc. It can certainly be used outside of those areas, but there's only a certain level of functionality that we're going to be able to accomodate for now.

    Eventually, I'd like to create walk animations for the various combat modes...but that's a significant chunk of work and I don't know if we'll ever be able to get to it. If we can, then Walk could be made into a regular travel mode power...one which could work with combat as well. Which would make the issue of toggle deactivation/suppression moot.
  18. Quote:
    Originally Posted by Hyperstrike View Post
    Hey BaBs.

    Now that we have a walking animation, can we do away with some of the rooting in other powers that really DON'T require rooting? Or at least reduce the movement supression a bit?

    Because hitting someone and going "ONE mississippi TWO mississippi THREE mississippi FOUR mississi...I CAN MOVE!" sucks.
    Movement suppression is from the power system.

    Not sure which powers you're referring to that cause rooting, but don't really require rooting.
  19. Quote:
    Originally Posted by Dispari View Post
    Almost everyone was showing 3.09 walking speed on test, but we had two people reporting 1.4 and 1.8 walking speed. Both were showing no debuffs in combat attributes or buff bar. Both were bot MMs, but different secondaries. But none of us were able to reproduce it, even by logging on with other bot MMs or making new ones. Just those two people were walking slower, for no reason that we could discern. They both sent bug reports.
    I had the same issue with BABs. Something was causing me to cap out at 1.4...we're not sure what the culprit is right now, but we're aware that something is inconsistent with the way Walk currently works.
  20. Quote:
    Originally Posted by BayBlast View Post
    NPC's have had the walk animation all along, so I have no idea why it took five years to finally give it to players. Nonetheless, I'm happy to see this addition!
    Well, I haven't been working on this game for 5 years...so I'll only accept responsibility for the inability to walk since about May of 2006. I'd like to get a buy for being the only VFX artist/animator on both CoH/CoV up until about 2 years ago as well...most of which was eaten up with power customization, training our new employees, and working on other stuff for the game.

    This has taken a long time simply because it's never been deemed important enough to be actually scheduled...instead it's been put together kind of piecemeal over time.
  21. Quote:
    Originally Posted by Mystic_Fortune View Post
    With today's patch, I've found that with my Shield/Energy Tank his Flight animation is broken and the character 'jitters' while moving if he has a Shield out.

    Also, as a request can there be a way to keep weapons/accessories on screen permanently with this new walk animation. I've found that if I activate Active Defense just before I turn on Walk, my characters Shield will remain out while walking.

    Not sure how much use I'll get out of this new Walk power, but those who were involved did a fantastic job!
    I'm not able to repro this...which makes me think this is something I might have already fixed, and the sequencers haven't made it into a build.
  22. Quote:
    Originally Posted by Lucky666 View Post
    I'm sorry and don't want to or mean to offend anyone but(personal opinion not meant to take shots at anyone)but they have time to add stupid **** like a walking toggle but can't fix Task forces from being stuck on easy mode. This is really disheartening for me and this is just how I feel I can't help it.
    I tried to animate that bug away, but no luck so far. I'll keep you updated on my progress on that front.
  23. Quote:
    Originally Posted by TamRael View Post
    Would it be possible for Brawl to become a Slash animation on characters that have the Arachnos Forearm Blades (the ones the Crab Spiders have) on their costume?

    Just seems silly that those blades are never put to good use. There is precedent for this, several other costume parts and powers alter basic animations to something new.
    Not true. We cannot alter animations based on the presence or absence of a costume part.
  24. Quote:
    Originally Posted by flint_grim View Post
    the talsorian sheild was really worth the wait. The fact that even when it is closed it still stays on the costume only makes it cooler. I am all for having to earn some gear.

    I have an ice blaster that i dream of putting an arm cannon on (something like what vandle rocks). I fear this day will never come, but a guy can dream.


    AGH! MY EYES! The goggles...they do NOTHING!
  25. I thought our issues with the sounds and VFX for Invincibility were fixed...they may have just not made it into a full build yet. (We've been making a lot of incremental builds lately).

    [edit]Looking into it, it doesn't work the way I thought it would work. This was one of those changes where I did half the work, and then it got booted over to one of the powers guys to make the rest of the change...so it slipped off our radar to vet it..

    Just to be absolutely clear, the repeating/looping sound when in range of enemies should be fixed...now we're just talking about the VFX not being there anymore. Correct?