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Posts
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Joined
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I may be able to offer an insight here. During the Party Pack debut debacle, a PM from one of the OCR (who shall remain nameless) stated that the community team "anticipated this response" but "must present a united front."
The OCR saw this coming but couldn't (and probably can't) say anything about it because of the "team." I suspect marketing's dark hand in this. -
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This was a triumph...
I'm making a note here:
HUGE SUCCESS.
I vote COVideoHell. -
Are you guys keeping a poll response graph somewhere in the office? Who's winning?
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Option three: Overhaul the UI (it's so sorely needed) for better organization. You may need to add more dropbars but individually they'd be shorter and easier to navigate. To that end, leave the legacy stuff that people want under the Legacy tab and let the rest of us have the new bright-and-shineys.
Otherwise option 1. -
If you're running an ATI card you don't want multimonitor support right now. The 5*HD series cards at least are having a problem with a huge memory leak if you run COH in Ultra Mode with multiple monitors active.
This is a standing issue from I think Issue 16 or 17. Whenever Ultra Mode went live. *ahermArbiterKimaherm* -
I'm not going to assume anything is off the table, so I'm going all out, starting with pool powers:
TP powers: An "energy curtain" that drops from right overhead, opaque, and when it drops all the way to the ground, you're gone. Smoke bombs, portable holes (hole opens up and you drop in), ninja leap. I'd suggest the Burrow (like the Demon Summoning crater but smaller and in reverse) except that wouldn't fly (ahaha) if you TP'ed in midair.
Hover: Add a Mu and a Seer pose for Hovering.
Fly: Add jetpack costume parts that animate during Fly like wings. Perhaps with pylons for the jetpods that retract when not flying, or a collapsible helicopter propeller in a backpack for that steampunk look.
Add a drop menu in powers customization to select a default fly pose. Add an option for a different fly aura trail, like Mighty Mouse of yore or Starfire (the comic book version)
Group Fly: Pixie dust. That is all.
Jump powers: More flips and twists for Combat Jumping, more acrobatic tumbling.
I realize that Super Leap pretty much just lifts off from the ground immediately but I'd really like to see my toon "wind up" for the jump and get into a crouch before launching off. Also impact craters where I land (similar to the dust puff from the piston boots) would be a nice effect.
Speed powers: Perpetuate the motion blur/afterimages from Flurry into Hasten and Super Speed. Smoking feet instead of starburst feet for Superspeed.
Leadership: Some kind of "fist pump" animation instead of the salute.
Medicine: Yet another vote for origin-appropriate animations. At this point you shouldn't need specifics. Suggest looking to the inherent temps for inspiration since they all look like throwing stuff.
Same goes for Concealment and maybe Fighting pools.
Origin-themed Traps and Devices.
Point-of-origin customization for blast powers, including weapons. Wands, rods, guns, armor points, etc.
Wrist-rocket animation for LRM rocket from Munitions Mastery, think Iron Man.
Monstrous Claws with open hands and no weapon geometry.
TAUNT POWERS: /em getsome and /em bringit -
Thanks for an awesome time and all these great little treats. I hope next round we see all the old favorites and some new ones (Like the Ghoul code from SDCC)
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Kiiiind of unrelated but the pic of Noble Savage reminded me: I can haz /em facepalm plz? kthxbai.
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Shadow Wail: There's a reason it's PVE, not PVP. This is not WoW.
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I guess he wouldn't since he removed his post. Too bad it's quoted twice already. So, what were you saying, Shadow Wail?
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Quote:Would you care to quote some of these alleged Beta tipsters? I can pretty much guarantee that any information in here is either suggestion or has been dropped somewhere else previously, like the bit about the new CoP.It really makes me laugh to see people who have all these insights into a short video. Miraculous "guesses" that are probably dead on. Basically Closed Beta testers that are taunting the rest of us with there little drops of inspiration. Oh you guys dropping your hints. You are just too cool for school aren't you? Yes the video was awesome if not too short. But geez enough is enough with these veiled hints. I call shenanigans on the beta testers.
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http://pc.ign.com/dor/objects/143489...043132568.html < Working image link.
And I concur that we need to see our original stomping grounds refurbed with the new stuff. But instead of one zone at a time, how about one building model at a time. Have the buildings be surrounded by whitebox prisoner NPCs in Paragon and Arachnobot/Bane Spider construction crews and a few days/week later replace the old texture map with new stuff. Since one building model gets called multiple times in multiple zones the effect would be widespread without taking an inordinate amount of work. Spread that kind of effort out over the course of a period between issues, you could cover a lot, A LOT of ground in a little time. -
Congrats Red and good jerb! I lol'ed too.
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"So, uh, how do they see out of those things?"
"I've no idea. I cut holes in mine when I was alive."
If I am a winner, I permit NC Interactive, Inc. and NCsoft Europe Limited to use my name, likeness, photograph, hometown, and any comments that I may make about myself or this contest that I provide for advertising and promotional activities. I also certify that I am at least 13 years of age and am eligible to participate in this contest. -
To answer my previous question: No, the memory leak is still present.
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That will have to wait until I get home.
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Again I ask: Are any of these crash bugs related to the ATI double display memory leak?
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I've said it before: No new zones, spend your effort bringing the old ones in line with the new tech.
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Hey Kid, your costume...
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Hi there Matt!
Where do you see this game going in the next year? -
It's a memory leak that showed up with I17 or was exacerbated with Ultra Mode. Disabling your second monitor helps plug the leak. Otherwise the game starts taking up resources at a rate of about 300KB/second. Eventually it maxes out and crashes either to an error report dialog or just to desktop. Arbiter Kim had a thread up about it a while ago but I haven't seen any redname activity on it in a long time.
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Do any of these have to do with running City on a dual-monitor setup using ATI cards?
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EK was doing SO WELL with that A/V thing until that last line.
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Oh my god some people will whine about ANYTHING.
I'm glad they pulled it before go-live if it's not living up to expectations. Better that than a repeat of the old CoP trial. I only have two 50's right now so I'm not terribly upset by this and will be happy to wait until it's RIGHT.
If you pre-ordered GR only for the sneak peak of the Incarnates system, then I have a great deal for you. 76 Gremlin with 200k miles and a brand spankin' new carbon-fiber gearshift knob. Only $10k.
That said, I would appreciate the Devs looking into going back and focusing their efforts in issue 20 towards fixing extant content and systems that are not WAI or don't match the new GR stuff. Fixing PVP and Base raiding, debugging old broken missions, giving the Rogue Isles and Paragon City an Ultra Mode facelift, and ironing out the wrinkles in the Costume Creator (missing parts, updating legacy textures, gender parity, etc.)
This game is starting to show its age and needs a little loving to make it feel fresh and new again across the whole experience. When GR drops, and the newcomers to the game leave Praetoria for the first time and get dropped into Paragon, or worse, the Rogue Isles, it's going to come as a shock at the decline of visual quality.
Sorry for the threadjack. Back to your regularly scheduled DOOM and entitlement issues.