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Posts
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Quote:Another way to do it would be to make the cycle long, but also not a divider (?, not sure on what its called in English) of the standard 24 hour day. For example 7 hours. So if a person plays each day around 20:00 to 23:00 then on one day his session will be during nighttime on next day daytime and then perhaps the sun will rise (or set) during the play session and so on.I can definitely see an argument for extending it. However, I think anything longer than a 1-2 hour day would be a bad idea. The city changes a lot between day and night (in terms of appearance) and you want players to be able to experience the different times. A lot of people play at roughly the same time during each session so the day/night cycle really needs to fit mostly within a single session for them to experience the complete cycle. If you assume an average session length of 1-3hours and a timing variation of +/-1hour (which seems reasonable to me as representing someone who occasionally plays on weekdays after work/school) then a total day/night cycle longer than 2-4hours is probably a bad idea.
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Quote:Perhaps I was not clear enough. I meant changing the lower leg part to be closer to vertical both above and below the ankle joint. The reason it looks unstable now is because the ankle goes too far to the back with nothing to balance it. And since the knee is locked in place due to animations the one remaining option is to push the ankle forward.Modifying in what way, though? That's the big question. Do you feel there's anyway to modify the legs such that they could still use the old knee joint without throwing animations too far off? I guess shifting the knee slightly forward and the bulk of the thigh forward from that might work, but I'm not sure it's change enough to be worth the tweak.
Other than that, yeah, I'd be up for a complete redesign, but I fear the animations problem.
Quote:The problem is that, as far as I can tell, each animation involves the WHOLE body, so if you put in a new set of legs that doesn't work with the old rig, you'll basically end up having to retweak EVERY animation out there. That's a bigger endeavour than even Shield Defence, if it's at all technically possible. I'm sure BABs would fly across the Atlantic just to punch me if he were made to go through every animation AGAIN
That said, this is definitely something I'd like to see. Let's put it like this - if there really IS a CoH 2, this is one of the things I want to see integrated into it from the get-go. I'm still unconvinced that a technical solution can't exist to bridge the gap here, though.
Quote:I'm not sure I can agree with that. The man in that video is still walking around as normal, he's just hopping on every step. To avoid flipping himself over, he's adopting a kind of wider, swinging walk, which is something I can mimic with my own natural legs. Again, I'm not a fan of modelling animations after humans wearing digitigrade stilts, but I'd be interesting to see one of those running full-tilt. That has got to be awkward with our own biology's adaptation and limitations.
I'd also be averse of copying other games, especially giant robot shooters like Mechwarrior, or indeed the various walking robots in existence, as those tend to walk on a constant balance model, which living creatures don't actually do. Humans, especially, lack static balance almost the whole time when walking or running. What you'd see in a game is a digitigrade character placing a leg forward and THEN shifting weight to it, essentially balancing on one leg. What I envision an actual humanoid bipedal digitigrade doing is shifting weight forward and actually impacting on the feet... Which is actually not something I'm convinced backward-bent legs are good at. -
1. The current monstrous lower legs could be easily improved with little effort by modifying the models to make them more vertical. The ankle joint is not used anyway so it would be a simple model change that would make them look significantly more stable.
2. Do not go overboard with the "Z" shape. The more the bones are off from vertical the more stress is placed on joints and tendons. At some point it just looks painful.
3. If previous boosters are anything to go by, at this point the art assets for Mutant booster are pretty much done and locked down. But there will still be a bug or two that will need fixing
4. I am not sure that many animations would need to be changed. The game has, what, 2 run cycles per model type (normal and ninja) ? And most of martial arts, but thats just one powerset.
5. If new, more monstrous (or tech-y) legs are added the movement should (would?) be similar to the russian rocket boots
6. Heh @ the tags. -
Quote:The way I understand it, there are two levels to the Rogue Isles government:There are no elections, but there are laws and political officials. Each island has a governor and a marshal (both appointed by Recluse). The governors deal with domestic stuff and the marshals deal with security.
Of course, the highest law is "don't f$#k with the Arbiters".
1. To normal people it is a classic authoritarian one party state, with a cult-of-personality ruler, militarized police, no real elections and so on.
2. For people with powers it is different. They are allowed to do anything they are powerful enough to get away with so long as they:
a) don't touch an arbiter, as you said
b) don't interfere with point 1 above - which rules out most "hero stuff"
And of course, "do what you want" means that others can do what they want to you - unless you are powerful enough to stop them. -
Some of these are more "zone" ideas than "building" but I am going to post them anyway.
General: Slow down the day night cycle. Having sun move at visible speed looks really weird (at least to me) and with the new shadows it is even more obvious.
General: Is it technically possible to have the skybox vary depending on where the player is within a single zone? If yes, use that to make areas more distinct/immersive. If no, get the tech guys to add this functionality, then use it.
Redside - general: Redside needs more contrasts. It has really well made slums and dystopias but it there is nothing to compare them to. You know, the nice parts of town where the rich, powerful and secretly villainous can afford to live.
Redside-zones:
Mercy: clean/brighten up Upper Mercy, the area within the walls. Arachnos cared enough to fortify it - it is not a slum and should not look like one. Ideally when a new character gets Big Time badge they should feel that they've climbed out of the gutter and into Bigtime.
Villa Montrose (Port Oakes) and Villa Requin (Sharkhead): these are the places where bosses/executives live and they should really look the part. Shiny, colorful, luxurious etc. Perhaps steal some art assets from New Overbrook - they arent used anywhere redside so it would be almost like new stuff. Also add/move at least one contact/more missions there so players have a reason to go and see the places.
Aeon City (Cap au Diable): make it live up to its name. Aoen City! The city of the future as designed by a genius and/or mad scientist! Steel and glass, forcefield fences, holo billboards, 20th floor loading docks (for flying cars), glowing bits and metal structures, walkways between buildings (covered and not covered), and so on. Perhaps steal some art assets from the new hightech place in Praetoria?
St. Martial: move the ferry to around the southwest corner of Jackpot. A resort town should at least try to look welcoming to visitors. -
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Quote:It is only because of Coles ideological inertia that Praetoria still has a money based resource distribution system. Had the Praetors given serious thought to this they would surely realize that having all property owned by the workers (as represented by the state) would be a far better fit to Praetorias political and economic circumstances.Another oppressor of the proletariat.
The monarchist shall fall, and a new, better way of life shall emerge from the ashes.
The pathetic anarchists of the Rebellion and their cries of democracy clearly do not address the economic needs of the people.
Praetoria will be a fine garden to plant the seeds of true communism in.
I think this may well be a case where working within the existing power structures provides better results than trying to overthrow them. -
Quote:http://instantrimshot.com/Probably looks like Lobo.
Cause he's the MANE man!
(Blargh!)
Badoomps! Tshhh!
And I do not recall there being a description of him, only some info on what he has done. -
Quote:That would be even better than my original suggestion. But I decided to ask for something that might actually happen and a reworking (even if its just the basic outdoor spawns) of most redside zones is not it.Really...?
Wow. Fact f'today.
I say expand on their prescence a LOT. RIP are the police force. Arachnos are the army. You should maybe see squads around the Arachnos bases, but the rest of it should be RIP beat.
Quote:Here's a little profile on them for ya. Coming from a hardcore redside fan, Mercy Island wouldn't be the same without them I think.
http://paragonwiki.com/wiki/Rogue_Island_Police -
As the title says, I think it the RIP (Rogue Isles Police) mobs should be removed from Darwin's Landing area. Reasons:
1) their being there doesn't make sense. Darwins is supposed to be a chaotic, dangerous, snake infested trash pile where Arachnos toss in the people they've broken out of the Zig, to see who is strong enough to claw their way out. So why should they keep a strong (or any) police presence there?
2) these mobs don't show up in any other zone and very few missions. Everywhere else "law" and order is enforced by Arachnos troops. Again, it just doesn't make sense that for the first 5 levels the Rogue Isles have a police force and after that - they don't. -
Standard disclaimer: no inside information, I could be wrong.
Since the game has just started friends&family alpha, there is probably still time to add villainous resistance and heroic loyalist content if it does not yet exist. The major requirements are:
1) that the morality system supports this. Since we currently have 'villainous' and 'heroic' tags attached to missions instead of contacts (and there are some contacts with both tagged and untagged missions), I think it should/will be possible for a given contact to offer both 'good' and 'evil' missions.
2) that the devs want to do this. I think they do. For example the Tyrant and Calvin Scott bios on the GR site could have been far more black/white than they are. And even if they don't - they could, if enough players ask for it.
And there is also the possibility that the players themselves could do this through the Architect. I do not recall anything being said on if/how the 'morality' setting of Architect missions will interact with the 'morality meter' of characters but there is potential there as well. -
1) The reason Brawl does not cause redraw is because there are 450789601256 (rounded down) different brawl animations.
2) Making an actually useful (decent stats) version of brawl with same animations but different name and placing it in a power pool? Yes, that might be a good idea.
3) I like Blazing Gaze idea, but there is probably at least one glasses/blindfold wearing fire thrower out there who would make LOUD NOISES about his concept being ruined if it were implemented. Which is why Devs strongly prefer to not change the appearance/animation of existing powers. Then again Castle has said (no link, sorry) that Blaze damage/animation time is unbalanced and should be changed. -
Hello I am Charcoal. I enjoy long walks in the middle of nowhere and playing my ~20 alts on Defiant. Staying so long as the money lasts.
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It's 15 seconds now (and I don't think that's a bug!)
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"Fixed a costume change timer bug where costume changes could occur in 15 seconds. If a character has more than one Costume Slot, and they change their costume, they will have to wait 30 seconds until they can change to another costume." LINK -
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It's a performance issue. As anyone who remembers the old hami raids will tell you, lots of capes in one place cause a bad performance hit.
Now imagine that performance hit multiplied by three.
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Do you have information (or link to same) on how much performance animated wings (pre-set animations) use compared to animated capes (physics animations) ?
I keep thinking that from a tech POV animated tails would be comparable to wings. And we did get wings. -
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Not technically true its possible to have more than one "cape" on a single costume but for some reason the Devs seem reluctant to introduce it hole sale.
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I should have mentioned being aware of the exceptions. Note that the most obvious case (wedding tuxedo + cape) is from a paid pack. There was (as I recall, sorry no link) a dev post (US) stating that they intentionally broke their own "no big clipping" rule to add the high collar pieces to magic booster. And cyborg adds auras from level 1. So it is possible the devs are willing to relax/break limits on costumes - but only for paid costume packs. -
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But Jay hates furries.
Maybe his new female sidekick would be nice enough, though...
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Lucky for him its just a small personal project instead of an actual job where he would get paid for providing models that thousands of other people (with diverse tastes) want. Oh wait..
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Also allowing belts + tails.
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I suggest moving tails to a separate category next to Pants and Boots. That would also allow their use with all robes and jackets. Some clipping may result but making bad looking costumes has never been impossible or even hard in this game. We even have a button for that: Random.
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Option to have an animated tail instead of cape/trenchcoat might allow us to have both belt and tail! (but would prevent use of wings I guess.. gah..)
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Not neccessarily. Players are limited to one *physics* animated object (capes and similar). Costume pieces with pre-set animations (wings, some custom weapons/shields) are a separate category. Wings and capes are exclusive due to clipping not resource contraints. And personally, I think animated tails would need to be a part of the move animations (which raises a possible "omg so many new animations!" objection, hmm) instead of using physics models meant for thin sheets of fabric.
oh and: /signed. -
It is not a *bad* idea, but you may have (and are having, apparently) problems convincing people that it is *better* than other possible improvements. Developer time is unfortunately limited.
Personally I support this, as well as an option to choose which costume slot is shown in the character select screen (especially for VEATs). -
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Alright thanks guys,
But if buying the mac pack, it as well gives you the wing, without having to choose it? - Or is the back detail tab with the mac version item pack included?. And I don't need the good versus evil mack edition for this item pack to work, Do I ?
Once again, thanks for the previous answers.
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1. In costume creator the back details tab is automatically displayed if the character has at least one available back details item (cape, wings, prestige cape, prestige wings, etc). The tab itself is always there, its just not shown if you have nothing in it.
2. None of the booster/item packs are tied to a specific version of the game (PC or Mac).
3. Mac pack includes both capes and wings items. They are available at level 1/char creation so if you have the pack then all your characters will have Back details tab shown as they all will have at least one item under it. -
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Couple of errors in the wikipedia tho.
Nictus Sword (just as shield) is unlocked by defeating Nictus Romulus Agustus five times. Not what it says under swords about two separate runs.
And normal romulkus sword is unlocked with the Roman badge.
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The wiki author assumes that all groups will allow Romulus to be rezzed instead of trying to defeat the nictus itself so 4 defeats per tf run. Agree that it would be better to explicitly say "5 defeats, defeats after nictus rez do count".
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And not shown is the Valkyrie Blade from the Mac Special addition, Valkyrie bonus costume set.
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Can be seen here: http://cityofheroes.wikia.com/wiki/V...Costume_Pieces -
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Still makes no sense.
If he he assumed 75% accuracy, why would he be multiplyign by two?
And 30% defense on 75% chance to hit => new chance to hit: 75-30 = 45%
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I think the "math" here was:
1) same level minion has 50% hit chance
2) 50% is half of 100%
3) so multiply your defense by 2 to find your 'real' defense! 30% * 2 = 60% meaning 40% chance to hit.
Too bad math doesnt work that way, eh? -
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And given how paranoid nc soft are about any words that might insult players i think the ******* (or hand and a half) sword would have caused a real panic attack for the GMs with people petitioning the name
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But, about half of all broadswords are used by broads!
Anyway, ******* sword would be incorrect as all BS animations use one hand AFAIK. -
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This is probably going to sound dumb, but I don't get it.
Are those the lyrics of some song that are Riktified or something
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I am so glad I am not the only one. I shall trust that I lack the appropriate knowledge and that it is funny and applaud the writer for a very clever use of text
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This should help: http://en.wikipedia.org/wiki/Rickroll -
I try to reply to all tells. There are 2 cases where I may or may not reply: 1) I'm set for not accepting invites 2) I have already said 'no thx' to the same person and its still in the chat window (not cleared by relogs and such).
I also often leave my character standing around in an instance while doing whatever so the reply must wait until I'm back. -
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You already get a 'Badge awarded' thing pop up. No real reason at all to make it anything else than what it already is.
/unsigned
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A possible reason could be to make the badge award event visible to other nearby players.
Not sure if thats needed.
/shrug