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Not so much...that's just one of those things that happens when you're asked to vet an idea on the spot.
I thought about the problem purely in terms of making a player avatar appear to run on the surface of the water, rather than swim...but didn't think about all of the things that also happen in the water outside of swimming around. Powers/Attacks, hit reactions, even jumping out of the water...all of those things rely on the player standing on a surface below that water's surface.
I also haven't yet thought about all of the things that I haven't thought about needing to think about. -
I've changed my opinion about that since then. Hadn't fully though through all of the ancillary things connected to swimming...namely using powers and hit reactions. Seemed feasible at first thought, but I now realize there's a lot of outliers I didn't consider that would probably not look good.
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Quote:Actually, I said it would take the gibbering idiot they replace me with years to do and ultimately look stupid...because gibbering idiots aren't known for the quality of their work as much as their ability to gibber.And yet BaBs has flat out said the animations and VFX would take years to do and the end result will look stupid, you refuse to accept it.
Whether or not we ever do an underwater zone or underwater gameplay is not my call to make...I'm simply stating the fact that it's very low on my list of things that I would want to see us do for this game and would be pretty forthright about expressing my opinion as such.
The dig at Aquaman was a joke and sincerely apologize to him and his lovely family; Aquawoman, Aqualad, and the rest of the Aquaclan...you are all special in your own unique and clammy ways. -
Quote:Is this happening if you miss your target? I recently discovered a bug with our node creation system when creating FX in a particular way and trying to play those effects when you miss your target (which creates a virtual node in a random offset around your actual target for projectiles to travel towards)I believe this would be a VFX problem, and not an animation.
For Sonic Powers, the VFX of the attack will sometimes linger. For instance, if I use Scream on a target, the circular energy "beam" will sometimes linger around my hero's head repeatedly, rather than tracking to the target as it normally does. I can try to get a screenshot if you need more info than that.
Other Sonic users have had the same problem, and someone suggested that this happens when the target dies, but the VFX/animation is still going (which can happen easily with Scream, as it's a longer animation and VFX trail). When the target dies, the VFX has nowhere to go, so it hangs out near the caster, vibrating, until the animation time is up.
This probably can't happen running solo, as it seems to take your target being defeated while you are attacking it (unless you used Scream, than another attack, and Scream caused the target to be defeated). But if the problem is not with the target being defeated as you attack, you might be able to make it work while solo. -
Quote:This would be a bug. If a power roots while on the ground then it should root while flying. Also, turning off flight should not interrupt the part of the animation that's flagged as 'can't move'...the only thing that should be able to interrupt that part of an attack animation is another attack animation, which shouldn't be possible from the power system itself. That's really only there as a fail-safe. You will fall, but the attack animation should continue to play and you should be unable to move until it is done.I'm sure they would of taken care of it a long time ago because I've noticed blasters and defenders do the same thing with their animation. Me personally its just another tactic I employ. besides, even if it did root you, just at the start of the firing animation sequence you can shut off fly and drop down from the sky behind a fence or something as well creating the same effect.
Personally I see it better off left in the game because it adds some extra thought and herding ability before you nuke the lot of em.
However, I think you're confusing dampening or air friction with rooting. It's very possible to continue to slide through the air while still being 'rooted' and use the tactic you outline above. IE, build up momentum and let your character slide behind an obstacle during the attack animation. That is currently working as intended (However, we reserve the right to change that behavior in the future).
Don't mistake a long standing bug for a feature...even if it's a beneficial bug. -
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Quote:I don't know how to respond to this post other than to disagree as vehemently as one can disagree with another human being.As for videogames being an artform: Videogames haven't even existed for a century. It took a long time for cinema to be considered an art form, and that's a lot closer to theater than videogames ever were; unless someone's trying to make "Hamlet" or "The Importance of being Earnest" into some epic scale RPG that I'm not aware of.
It's very much debateable whether or not videogames are an artform, so please don't speak in such absolutes. They may very well be eventually, but I'm not convinced that they are now. Certainly most games out there right now would not count, and they are not recognized as such by any art academy or instition that I know of (is there an equivalent of the Oscar or Tony award for them? I'd certainly like to know!). -
I'm going to kill everyone's pony and say that as long as I am on this project, it will never happen. They will have to replace me with a gibbering idiot to get the okay to move forward with animation and VFX needed to support 'underwater' zones.
And then it will take years and ultimately look stupid.
P.S. Aquaman is lame! -
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Quote:Rogues are Villains, Vigilantes are Heroes. It's only when you take that final critical step and switch sides that all of your affiliations change.That is good news that you can become a full hero/villain and become a part of that society. Sorry I was just going off of the powerpoint in the youtube video that said things like WW is for heroes only, but didn't indicate that a villain could become a "full hero".
Thanks for the link to Posi's clarification.
Sorry, false alarm based on misinformation. Sounds like Sideswitching is about as good as they can do given the decision to keep the markets and games segregated.
I have a new question though. Where do rogues and vigilantes fit into lolpvp? -
Quote:In fairness, those concepts are very recent updates. They've gone through a number of itterations and those were done just last week. They don't reflect what might happen do them during the modeling process and they certainly don't reflect the additional auras and VFX that will go along with their various upgrades and buffs.Hmmm
Pretty similar indeed. Not exactly the same, but very similar in concept. Darn identical stance with raw fleshy bodies, spike protrusions, and a skull for a head.
They won't be quite as bony/fleshy in the end. -
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Quote:Uhm...standard code rant?It would be easy enough to use the DPs from the new set, mix in a couple martial arts attacks and make an assualt set it would seem to me.
Quote:Third, IMO the whole Going Rogue system is NOT what they sold to us. I know not alot of info was released, and players start to read things into comments. But IMO the devs have for months now let the players live, comment, and post on these forums with the idea that we were looking at true side switching in GR. Not this half ***** system of basicly becoming an outcast. -
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My exact reaction to reading the title of this thread..."Oh great, what now?"
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Quote:We lost our rottie to cancer a couple of years back and my one regret is that we perhaps waited a bit too long. In the end, there were more bad days than good days and in retrospect I feel a bit selfish for not letting him go sooner.Hiyas Justice! Some of you may remember the stories I have posted in the past relating humerous tales of my real-life job. A key character in those stories was the Police K9 I called "Rommel". Most of you know that those stories were loosely based on actual events. "Rommel" was based on our Real-Life K9 Axel.
I recieved this mesage a few days ago from Axels Handler...
"I am sending you this update as to Axel's condition. I picked him up from Univ. of Penn Saturday morning. They elected not to perform surgery on him. He has been diagnosed with malignant pancreatic and colon cancer. It has also invaded his lymph nodes in those areas as well. due to the type of cancer he has they informed me that it is not survivable nor treatable. They said that I could try chemotherapy but that with his current condition they could not even guarantee it extending his life much less curing him. I elected not to put Axel through that and chose instead to bring him home where he can be around family and be loved until it is time for him to go. Please understand this was not a decision I made lightly. If there was any chance whatsoever of his recovery believe me I would take it. However Axel's attending doctors do not feel there is anything that could be done but were willing to provide an oncology consult if I so desired.
Axel currently weighs 68 pounds, has no appetite and still has a great deal of difficulty having bowel movements. That would be due to the mass that has almost closed off his colon. The doctor has put him on a fentanyl (sp?) patch that should keep him comfortable for the next 5 days. They said he may have a couple weeks left possibly. They also did not know which would ultimately take him, his colon being closed off or the cancer taking over the rest of his organs. I wish, more than you could possibly imagine, that I was able to send you a much different email. Unfortunately, I cannot.
Respectfully,
Sgt. John Hill
Allentown Police K-9"
This is also the link to the Channel 69 news article...
http://wfmz.com/view/?id=1283104
Axel is a dear friend and a Pal, and I can't even begin to relay my thought and emotions about this.
Those of you who have read my stories know how much I Love Axel, and I could tell y'all numerous stories about working with Axel on Night Shift. I just wanted to share this with my Justician Friends and pay homage to a Friend and Partner.
See ya in the Streets!
Joe
My condolenses to you and your friend. -
Dunno where you heard this, but it's not true.
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That bug is actually a code problem. It's being looked into. Nothing has changed with the power defs or with the animation sequencers, the system has just stopped passing all of the statebits down the pipe that it needs to play the correct mez animation (freezes, sleeps, etc) and instead is only getting the bit to play the stun animation.
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It could be done, but that goes from me being able to do something in a couple of hours of downtime (ala training dummies), to at least 3 other people having to do something; one Environment artist changing the models, and a world designer moving the spawn points for those things...and then me making adjustments to the targeting reticle and adding hit reactions.
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Quote:Unfortunately, no. The spawn points for those objects are actually in the ceiling.BaBs, can we be allowed to actually shoot at the shooting range targets, please?
It's really really annoying to have them there, be targetable and in range, and then it says 'Not in Range' when trying to shoot at them.
I mean, this is with a sniper power. What?!
They should be flagged as non-selectable/targettable now to avoid any confusion about them. -
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Quote:In a world full of super-powers, arcane mysticism, sci-fi technology, etc....very few people actually die die. The technology to instantly teleport someone and repair any and all damage to their bodies is common in this world. That goes for player characters and NPCs alike. When you riddle someone full of bullets, poke holes in them with your sword, or burn them, it doesn't immediately end their life. It simply incapacitates them. They slip into unconsciousness, and shortly thereafter they're transported away and revived...generally in the Zig.I've been thinking about this for a while.
I had a blaster and I gave him fire powers simply because I thought they looked cool. But it caused problems for me, because to keep my interst, I have to have a good "feel" for the character, often semi-roleplaying them in my head. Given that this blaster was a teenager and a kind of Peter Parker personality, I really didn't think it fit him to go around burning people to death. I came up with some really lame excuse that he was burning off the oxygen around his opponents, causing them to black out without any lasting harm done. Weak.
I remade him as an energy blaster, figuring he could control the concussive force, not doing to much harm to weaker opponents. This was an old character who I recently started playing again.
Anyhow, the whole situation got me thinking about the powersets and thinking about the newer sets and the upcoming ones. They added things like dual-blades and are adding pistols. I'd love to see more non-lethal options. We can currently burn people, shoot them full of holes, slice them into pieces and just otherwise arrest them to death (yeah, I know I can use "the flat of the blade", but come on...)
I would have liked to have bokken under katana options, or escrima sticks under dual blades, but I am told the devs said they would never do that. I'm not sure why. I think dual blades would be great with non-lethal weapons. A staff set would be nice too, but I have seen that asked for a number of times and it seems that a majority of people have no interest in it.
Does anyone else think it might be nice to have new powersets that allow us to not kill opponents? Or am I in the minority, thinking that heroes don't need to kill?
They'll be fine. Why else do you think the city would be so cavalier about handing out licenses to everyone with a pair of spandex? Why do you think the common thugs on the street are so brazen about their crimes? There's very little fear of actual death. -
Quote:Crate Buster 2000 had no aggro system.Well, its not necessary to know how to solve a problem to point out that a problem exists. But I think the author of the article suffers from a more fundamental problem: he's willing to state there's a problem without even any notion of whether there even *exists* an option.
A separate problem is that he didn't even try; specifically with regards to #4 (Aggro). Lots of people have come up with ways to replace the aggro mechanism in teaming. I did myself when I came up with my "reverse bodyguard" mechanism for tankers - which actually predates the (mastermind) bodyguard mechanism by a significant amount of time and worked somewhat differently, but I renamed to "reverse-bodyguard" after the mastermind mechanism was introduced. Basically, rather than creating an aggro mechanism where the tanker has to take aggro, allow players to block, deflect, and absorb damage directed at other players, to protect them. The critters can still attack whichever target they want: its up to the protectors to protect those targets with the mechanisms they have to do that.
I said I could replace the aggro mechanism for teams. I don't what the heck the author means when he suggests that the actual act of aggroing a critter at all should be replaced. He suggests that non-MMOs don't have this problem: oh really? There's a game that has a mechanism for NPCs initiating combat with the player that don't involve the NPC noticing the player? Heck: I'd like to see that game. I think its here that the author demonstrates their true colors in trying to be more clever than thought-provoking.