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Quote:Hmm... it seems so easy to hit the damage cap without one... so something like that might actually do more to marginalize certain powersets. I don't think we'll ever see such an enhancement... but I only make such predictions because I love being proven wrong by the devsDamage buff is one of the only attributes that have no enhancement associated with it(only others I can think of are status resist and protection.) Are we ever going to get a damage enhancement for assault, build up, fulcrum shift, etc?
Obviously it wouldn't be a schedule A enhancement but a schedule B(20%, like defense) would be great. -
Quote:Tried. My image-enhancement-fu is old and weak... and nothing works like the crap they show on TV anyway (/em jealous).Now... someone do that fancy super enhance image thing they always do in movies and tv shows... Where they zoom in fantastibly amounts and push a button that makes the resolution zip to great again and the image is super clear and perfect!!
Quote:C'mon!!!
And... is that a different body fur option? Not positive... *leans in squinting*
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Now, there's good reason to also offer a token oddity or two that, even if it is extremely rarely used, it demonstrates the breadth of options available to you... but even the value of this has to be weighed against the loss of development time for more popular items.
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Quote:Interesting. That makes a lot of sense in that context and explains how you could have a "mothership raid-style event" that at the same time doesn't require much teaming.I wish I could find the quote now but I remember when the Devs first said that the "raid on Mother Mayhem's hospital" would be the 1st Incarnate trial type event, they said you could play either side (loyal or resistance). That leads me to believe that the "trial" will work exactly like the Praetorian zone events- that can be done solo, evenb in solo groups.
Alot of the.... nerdrage is hat dedicated soloists have to wait till I20. Personally I think they should pick one of the Oro TFs as well as the weekly "raid target" as 1 that will give you a notice of the well so those that can't for whatever reason do TFs.
It seemed strange to me when it was said that people who don't want to do the task force would have to wait for the trials... but in that context it makes sense.
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I also think that the title- "Incarnate Trial" is poorly chosen. There was bound to be a lot who will equate that to Teaming and the existing respec Trials- which are tedious and not a lot of fun! (Incarnate Labors would have been better, evoking images of Hercules etc)
"Incarnate Party at Mother Mayhems!" is bound to get a good turnout. -
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Quote:But... imagine a mothership raid with 4 full teams!This would destroy game balance. Imagine a team of 8 Fire/Kins each with 4 clones. That would be 40 Fire/Kins. 8 players plus 32 clones.
Tis true -
Quote:Slight correction.You're welcome to hold that opinion, but I don't think we should decide what does or doesn't get made available in the costume creator based on what you personally find attractive. Or on what any other player finds attractive. The goal is to give us a large range of options and we can decide for ourselves whether we think our characters are attractive.
The goal is to give us a large range of options that people will actually use. Options that aren't appealing to a large percentage of people add no value to said large percentage of people. When you've got a choice of developing something that serves ten or ten thousand, you go for the broader audience.
For that reason, its perfectly valid to express one's likes or dislikes. It lets the devs get a sense of something popularity.
For my own interests, though, I'd prefer a 'muscled' female look that was a bit toned down from the examples given here using the male abs. The shadowing in that one makes them look too cut-- the kind of thing you'd only see at bodybuilding competitions. I'd prefer more of the muscle definition you may find on an Olympic triathete.
Techbot_alpha's photo is close. I'm not a fan of the bulging vein, but the shoulder bredth would still be changable via the character creator and the rest of the muscle tone and definition is solid without being exaggerated. -
I have my friendly local gaming shop setting copies aside for me when it comes in.
I also tried toconvince the shop owner to make Jan 26th "Troy Hickman Day." As part of the promotion, everyone in the shop goes pantsless. He didn't go for it-- he really hates limiting his pantsless time to just one day a year. -
Quote:Re-modeling: 15 minutes.
Re-rigging: Would require a total rework of the skeletal hierarchy to accommodate for new animations. Lots of work.
Re-skinning: More fun with new animations, have to make sure the verts are weighted properly to make the animations look right. Lots more work
Re-unwrapping/texturing: Would have to change the layout of every glove/hand texture in the game. Considering the rate that we get new textures, this would take a long long time for the current team to put out.
It'd be a lot more resource intensive than many realize. If it was one character who didn't scale and didn't have tons of hand textures, I could see it getting done in about a month (unless they work on it at home as well as at work, in which case faster, but highly unlikely). Considering that they need to deal with the scaling and the multiple body types and the multitude of textures that would need to be completely altered, I'd expect that it'd take close to a year to get it working right. Probably a lot longer if they didn't completely neglect everything else that requires work from the modeling, animation, and texturing people.
Thanks for the detailed estimate. I just know enough of the industry tech to know that that would be a big deal to do... somewhere above "OMGNO!" but how much above I wasn't sure. Never thought it'd be so far into "OMGWTFBBQHELLSNO!" but ya learn something new every day.
And yes, my days developing training games for the defense industry has led me to rate all project estimates by the reaction the developer/coder/artist gives when told that he's been tasked to do it. -
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Quote:Right, I threw that out there to see if anyone saw any holes in it.So wrong
Also someone mentioned a way to do a fairly cheap way to do finger claws, have the mitten "fingers" fold into the hand and then have the "clawed fingers" drawn in such a similar way as the current claws are. that i am /signing
... offhand, I can see a few complications, but none terribly bad: Currently, the "claws" are in the "weapon" slot, as far as color customization goes... and none of those ever use the "skin" color currently. I don't *think* it'd be tough to make claws that inherited the "with skin" as one known color (and let you select the single other color). If you can, then you can have a relatively seamless appearance, if you can't... you'll be limited in the colors that make sense. -
Quote:I wasn't sure I'd like the Rogue PBAOE confuse, but it really has helped survivability on my widow. If I get in over my head, the confuse generally reduces incoming damage long enough for me to take down some strategic targets and get my footing back. Generally speaking, the damage the foes do to each other in these situations doesn't set me back any notable XP loss, either.Rogues get a PBAoE Confuse power. It's not terribly impressive.
Vigilantes get a PBAoE Fear power. It's not terribly impressive.
Heroes get Call to Justice, a PBAoE buff to tohit and damage. It doesn't stack, but on a full team of heroes it can be up quite often. It's pretty good.
Villains get Frenzy. Its effect depends on your archetype.
If you are a Dominator, it instantly fills your Domination bar.
If you are a Brute, it instantly fills your Fury bar.
If you are a Stalker, it grants a buff to tohit and damage and places you in Hidden status.
Other archetypes get a buff to tohit and damage.
My personal favorite is Frenzy, on the archetypes that get special effects from it.
The hero buff, though, I'm quite happy with.
Don't have any vigilantes or villains. -
Quote:Exactly. That shows how we could do a cheap "reasonable facsimile" of separate fingers and toes, but still go with the same basic mitten articulation. The trick (and expense) is getting beyond that.They're just the mitten hands with transparent lines set into them, you can see what it looks like on a player by selecting the Wolf & helm options on an Arachnos Soldier. The Female hand looks OK, the male and huge, not so much.
Yes, it's 2011... but remember: the initial CoH art assets and the foundation that virtually everything's based on would be nearing around 9 years old. Back then, they were developing on a budget that was between 1/4 and 1/8'th its main competitors for its launch year... AND studies at that time were questioning the relevance of high-detail articulation, as most players played with cameras out beyond where such things were noticed. At the time, it probably seemed a reasonable budget compromise just so they could get the product out the door before the money ran out.
At this point in a game's lifespan (well, not many have lived to this point...), developers often look at the potential of a graphical upgrade. Indeed, we've seen them rolling out newer assets and engine improvements over the past year, so they may decide to tackle player character models at some point... ...just keep in mind that the stuff we love about the game (all these incredible costume options) are also what make it so darn costly to upgrade that part of the game's underlying tech. There's so much to revise, update, and double-check against, and NONE of us want to lose a single costume piece... or learn that the higher-res piece no longer fits with older costumes.
It can be done... it may very well be done... but it'll be a HUGE amount of resources invested to do. -
Quote:It isn't as simple as that, either. When you change a glove, you're changing the to different "meshes" that still sit on top of that same skeleton "skeleton." That skeleton is what has the three simple mittenlike hinges in them. There isn't a way to change that skeleton "just for these hands." When you replace it, you'll be replacing it for all the character models, and *probably* need to alter all the hands in the game to that new mesh.Y'know, I'm easy. I don't really expect them to go through every old glove in the game and animate the fingers; this is not a realistic expectation.
However, some NEW gloves with separate/animated fingers would be extremely nice. Because the oven-mitts in this game look extremely bad, and everyone knows it. I think even the developers know it.... so ok, start doing something about it, I say.
Then, if you want the individual fingers to actually DO something, you'll have to change each and every animation in the game... you'd probably have to touch them all anyway, as the "joints" in an articulated hand would likely not match any mapped-over old joints for mitten hands.
Finally, adding so many different joints to track will affect performance. The way many games get around this is by creating different models (with fewer bones) to be used when the model is viewed at a distance. What's the point of tracking all those animated joints in the hand when you can't really see the hand at a certain distance, after all? So, you'd need to update the models and whatever level-of-detail manager is in your engine to address that, too.
As much as I'd want it (and animated faces... which would be bunches more of LOD management) these will require a sizable investment. Its one I'd want to do, but I'd see it as a substantial character model revamp, not something that can be tossed into a single issue, let alone a booster pack. -
Quote:Don't get me wrong, I've wanted REAL claws for a long time, I just recall prior discussions and my own experience with these models to know how tricky this would be. Its something they should really consider, but its much more effort than any custom powerset or effect we've seen in any other booster pack.Okay, replace them.
Can't I be right about anything in this thread? Jeez, it's just wishful thinking guys. I suggested coats and jackets by placing them on a layer that surrounds the character model which everyone said was impossible and way too much work, but the smart people on the Paragon Studios design and programming staff figured out a way to do just that. I trust them to figure this out, as well. -
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Quote:they're there for me...Tried creating a new toon and I couldn't make one with the shoulder cape today. I have made plenty more and I actually like the cape - it works with a lot of costume outfits but today the only option I got was the Valkyrie cape and not a shoulder version. Much oddness
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Hmm.... there are several technical challenges to clawed hands.
Regular claw attacks are done by using the existing model (with a closed fist). The claws themselves are additional effects- they don't alter the original model. It's been stated before that the current tech doesn't support altering of the existing model, so there are several techniques here, none of which will give you ENTIRELY what you want, but they might get close:
Simplest way:
1) make alternate animations that keep the hands open, not closed-fist. Combine this with "invisible" claw effects and you have... something. If you use the monstrous hands, you'd look somewhat like an open claw strike. With regular hands, it'd appear more like a slap. Since the models lack points of articulation in the mitten-hands, you won't be able to flay the fingers well to get that nasty claw look common in comics. To do that, we need...
2) Permanent large-monstrous hands that look a lot like those of the war wolves. They appear to have fingers flayed out already, as if they're always poised to strike. Expect many of the other emotes to look somewhat ridiculous with it, though.
or
3) (The most complex)
- You make alternate animations (not effects) that fold the model's fingers all the way inward, so they're hidden in the palm of the hand.
- You make "weapon" effects of talon-like hands that totally cover the remaining hand model with spread-finger claws. -
Back to the OP:
It looks like they Venom Symbiote's new host is Frank Castle.
and not in a good way
... if that combination could ever have a "good way." -
Quote:Liberty always seems to be bustling for me.I've been away from the game for over a year, and recently re-upped my subscription.
Finding that Liberty has a dearth of other heroes that I've been able to see (it seems like most people on Liberty hang out at WW or on the plaza itself, as I never see anyone anywhere else).
It'd be nice to play with other people again, but in the past week I've very rarely found any in the past week.
What's the busiest server these days?
As a returning player, you probably already know all about the high number of instances in the games, so you really won't *see* many people congregating anywhere... they're all in the instances, but figured I'd say it just in case.
Many people are dusting off their level 50's to gather incarnate shards. That probably makes the lower-level zones seem even less populated, so I can't stress enough how helpful the Search and Global channels are. Global channels are a far better way to find who's online, where, and what's going on. Liberty's got several that are heavily populated. I lurk in the LB and LFA ones.
If you're looking for casual social roleplaying, Virtue would be the natural choice, but other than that, I can't think of many places where you'll easily just stumble over other players to spontaneously join. -
Quote:It was Phil, the temp.Seriously, no one has the name of the person who came up with this yet?
Really starting to annoy me when forming teams....
Actually, he's a professional fall guy. Anytime they do anything that might be deemed unpopular, they design it, code it up, test it, and then call in Phil to actually click the button that adds the feature to the code. That way, he and he alone can take the blame. They learned their lesson after the PvP changes and put him on a retainer. They tried to get him back then, he was booked solid by both political parties (it was nearing the end of an election year).
Unfortunately, this technique is unlikely to appease the playerbase here. Us forumites set our crosshairs on rednames and rednames only. Phil will accept the blame for everything from toxic spills to economic collapse, but he has his limits. He absolutely refuses to post anything on any internet gaming forum. -
Quote:I don't expect anything like that. Animations take a lot of development time (and thus, money), and the party pack proved that people don't put as much value in them. I anticipate this to be heavier in the costume bits and lighter in the animations/emotes/powers, as critter appearance variety appears in high demand.Speaking of which, I have in the past been an advocate for alternate melee animations that permit head goring and butting. This might be the perfect pack for a small sprinkling of a couple great power customization animations.
That, or this booster's gonna have one heckuva price tag. -
Quote:To be fair, that whole "zone" was something that was likely assembled rather late and hastily. In beta, Players wanted some sort of reward for "staying true" which alignment merits provided. They then needed a place to put the store.... and a few other bells and whistles (access to all the TF/SF Givers) so they cobbled together a little spot with a pre-existing map and some custom contact text. I wouldn't expect it to show the same effort of something like Studio 55.He's part of the second crappiest thing to come out of the Paragon Studios era of this game, Fort Trident in Atlas. The only thing worse is The Crucible in Cap. Those two places are overwhelmingly below the standards to which the rest of the game seems to be held.
If Black Scorpion is responsible for them I can only hope that he is never allowed to design a zone/write dialogue without adult supervision again. -
That would work. I'd really like to see most blast sets (ice, fire, energy, etc) to have alternate item-based animations (tech-ish gun, magic wand/staff/sword/hammer, etc.)
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Quote:Yep, they are.I had high hopes with DP and tracer like amunition, but the animations are just incredibly ridiculous and annoying to me (and a lot of other people). Sorry, they just are.
They're also totally in sync with the popular bullet-ballet crap that Hollywood does in their heroic adventures... and the ridiculous poses that oh-so-many firearm-users are placed in the comics.
They're, for better or worse, part of the genre... along with underwear on the outside of the tights, paper-thin-transparent "secret" identities, incredibly ineffective fighting techniques, weapons the size of buicks, bulletproof nudity*, lycra-fitting armor that can stop bullets but still manage to tear in just the right places for fanservice (female characters only), mortal wounds treated as 'just a flesh wound," miraculous returns from the grave... repeatedly... yet it surprises everyone every time. The over-the-top gunfire animations should be here.
And so should energy weapons.
They shouldn't just be another weapon to tack on to assault rifle or pistol. Many of the rifle powers just don't fit the laser weapon theme.... same goes with the curving bullets of the bullet ballet. Give them something that fits the various ways they're represented in sci fi.