DrGamma

Apprentice
  • Posts

    162
  • Joined

  1. Working great when trying to create new builds, or open existing builds that did not have fitness (I had removed it from about half my builds already, using the old version, but not from all of them). When I tried opening older builds (not sure HOW old they are...) that have fitness, it sometimes works fine, and some times I get an index out of bounds exception:

    System.IndexOutOfRangeException: Index was outside the bounds of the array.
    at Hero_Designer.clsToonX.ReadInternalDataUC(StreamRe ader iStream)
    at Hero_Designer.clsToonX.ReadInternalData(StreamRead er iStream)
    at Hero_Designer.clsToonX.Load(String iFileName, Stream& mStream)
    [. . .]

    If you want to look at one or two of these problematic files, let me know how I can send them to you.
  2. Quote:
    Originally Posted by McNum
    Did you know a defense capped Vanguard HVAS can take on that entire room and win? It's quite fascinating to watch, really. Both EBs and all the Rikti.
    Damn... Ever since Vanguard got in the game, I've saved their merits on all my characters JUST to get me some HVAS pets fun... But I was always too stingy with the merits and never actually went and bought one. Now that we can use the merits to buy Grai Matter, I'll probably be even stingier. But posts like these really make me regret that.
  3. Quote:
    Originally Posted by Shubbie
    The problem is honoree has stupidly high acc, a stupidly high hold, insane amounts of hold resistance, and he does enough damage to 2 shot squishies.

    Okie this leads to the problem, he will hit you right through purples, stun you right through break free's and 2 hit anyone without high resistances, also he is darn near unholdable.
    Does anyone know what's the mag on his hold? I'm pretty sure I got hit once with his total domination while soloing with my Rad/Rad defender (using a medium BF, and I do have the puny hold protection from acro) and never got held...

    His stuns though... If you get hit with several of his energy melee attacks, there's a good chance he'll stack enough stuns to get past a BF... Then again, you're probably dead before that happens anyway, thus defense.

    As for his accuracy/to-hit being too high... I'm pretty sure it is not (I even asked about it in the defender forums). With the equivalent of three small purples of def+debuffs, I was monitoring his to hit rolls and he was quite floored. He did hit me, but it was rare and he never got lucky enough to hit me twice in a roll before I could heal from the damage. So if you're pulling him away from the huge mob and are not forgetting to keep your lucks and breakfree on you, it should be no more difficult than any other mission with AVs.

    I keep seeing people say how this mission is different and supposed to be harder than other content... But with my defender, I'm pretty much using the exact same tactics I always used to beat up any AVs solo (granted, I set my difficulty to spawn them as EBs): pulling + insps for defense and mez protection (well, except nowadays, with IOs, I don't really need the lucks, apparently).
  4. Quote:
    Originally Posted by Mr_Fallstar
    However, Huntsmen get a number of cool tricks. Stealth, which is damn awesome, Surveillance, which on a ranged, aoe, softcapped stealth toon is just.. bah, beyond belief.

    Surveillance, combined with Achilles procs, combined with venom grenade = Melt.
    Ah! That explains it! Yeah, I can see a cool stealthy ranged/AoE plus debuffs playstyle there that looks really interesting (and not so easy to reproduce with other ATs).

    Well... I've been wanting to try a bane for a while, but didn't want to use the alternate builds on my Crab because I -only- like the legs on the crab... Guess now I'll just have to do a Huntsman/Bane dual build!

    Just for the record, regarding not picking up every AoE so a crab can pick up more leadership toggles... On my crab, I decided to take double maneuvers and assault, tough (but weave wasn't necessary), just the spiderling pets (because I don't like non-perma pets, and making the others close to perma was to much of a pain) and my AoE chain is Venom+Bile Spray+Supression, which melts thing pretty nicely, too.

    The only power I grabbed from the soldier line was the web Grenade (to keep people away from me and nicely bunched up), and I also picked up my PPP AoE immob to keep multiple bosses in place if I need to, so this is one of my few non-controllers who, despite only being def capped for ranged damage (AoE and Melee are around 30%), I didn't take hover with, because most things are kept away (and for those who don't, 30% def + ~50% resists + Serum still give me a lot of breathing room).

    Still debating replacing tough with hover, though, for those earthbound AVs/EBs with higher immob protection and hard hitting melee attacks (*glaring at Minos*). Or I can just wip out one of the jet packs in those cases, that works too.

    Although, while I like the legs, I'll agree that my choice of PPP (Mako) was mostly for numeric reasons... The aesthetics of the vomiting and sharks do annoy me a bit... And jet packs with the legs also look ugly enough to annoy me! But Venom+Bile is too good to pass up and I use the jet packs rarely enough, so the character is still a ton of fun.
  5. DrGamma

    Alpha slots

    Quote:
    Originally Posted by Psylenz
    There is something wrong with how my Rad/rad burns through end, even with a numina-recov/regen and conserve power.
    I'm pretty sure choking cloud is the villain. I never really picked it up but just looking at that scary and constant end cost number (on top of RI, EF, leadership toggles and the occasional EM pulse mini-crash) it looked like even slotting a lot of -end cost enhancements everywhere, it would go above what I could handle while attacking like crazy, even with 3-slotted stamina and AM.

    So I went for the Dark APP instead and grabbed OG, then slotted the immobilize proc in it. The end cost is negligible, so is the damage (Health makes up for it most of the time, and I can always fire a RA if I need it), and it stacks with CB's stun to let me insta-stun one boss all the time (as opposed to a guaranteed insta-hold of multiple bosses now and again, with CC+EMP, which sure would have been handy a lot of times). Also, while OG doesn't have CC's 50% chance to affect Lts., it's minion stun seems to land more consistently than I've seen CC's minion hold land... I keep being tempted to try out CC, but I keep looking at that end cost and forget about it.

    And I just love the Dark APP too much. It also gives me Dark Consumption to help with the EMP mini-crash... And don't get me started talking about Soul Drain!

    As for that immobilize proc... I hardly ever see its effect, so it's there right now just for the warm feeling it gives me. If I'm worried about things walking away from my debuffs, I can just slow them with LR but most of the time, with Soul Drain's amazing (and almost constant even after the nerf) damage buff plus rad blast AoE goodness, minions die before they can wander far (and that's all CC or OG affect consistently anyway, right?), Lts are pretty beat up and die in my next AoE chain, a boss is perma-stunned from OG+CB (and taking good damage, too) and most things are still inside my RI and EF... AVs or multiple bosses still kick my solo a**, though.

    Back to the original question: I agree with people saying Musculature for the FF/Psy. For your Rad, remember that musculature will eventually boost End Mod too, making your stamina and AM help you more there. For my Rad/Rad, I went for musculature as well, and plan on going radial. Whenever I get the very rare, it should be boosting damage, my debuffs (I like the overkill there, just because) and Stamina's and AM's end mod. While I don't really need the extra end, I guess the occasional teammate won't complain about getting a souped up AM.
  6. If they are downgraded AVs, than either something changed with the downgraded AV debuff resistance, or these particular guys in the alpha slot unlocking arc behave differently.

    When I soloed, for instance, the old version of the Praetorian AVs (downgraded to EBs) I remember quite clearly having to use purple insps to complement my def and debuffs, or those AVs completely owned me. It got annoying enough in some missions with two AVs that I went for a rare bit of non-soloing and recruited a scrapper played by a friend of mine to give me a hand.

    Now, when I soloed the alpha slot arc, I knew about the AVs (or EBs?), brought a bunch of purples to the missions and... never used them. Those EBs had their to hit floored (not as low as 5% due to their accuracy, I know, but still floored), just by my 27% defense and my ED-capped RI. This experience, then, was different from my experience with downgraded AVs in the past, which is why I asked. If they really are AVs, downgraded because of my difficulty settings, then I'm still curious...

    I asked because I thought people would have noticed this before (or would quickly point an obvious flaw I missed in my thinking). Guess I could always be less lazy, craft a power analyser and go check the baddies in that arc and in some other AV filled arc... But, to me, that starts to look too much like a job, and mine has been annoying enough lately!
  7. Quote:
    Originally Posted by Draggynn
    Hope that solved the mystery.
    Ah, it did! Thanks. Almost four years and still learning about the old stuff (not to mention the cool new stuff). Gotta love this game.

    On an unrelated note... Cool guide. Been following it and waiting for those last 3 powers.
  8. Quote:
    Originally Posted by Mr_Fallstar View Post
    Huntsman > Crab
    Just because of the legs? Because aside from that aesthetical nitpick, I don't see where the huntsman superiority is... Crabs can be tougher, get a really cool extra pet option that's very easy to perma, dish out some energy damage instead of just lethal (granted, activation time for supression is worse, but still)... I've seen builds that do amazing things with huntsmen, but it's difficult to just automatically think of them as better than crabs with no explanation...

    I also think Crabs are more flexible... You can build for toughness, or for even more AoE, or more pets, or mix and match, while the huntsmen builds I've seen tend to be more similar... Not sure if banes are that flexible, either.

    Funny thing is, as soon as I saw the info about the SoA, I rushed to get my MM to 50 JUST so I could make a crab and have those legs everybody hates. I have really liked them for a while, since a crab boss was using them to try to beat the snot out of my very first character, a squishy defender, in Faultline. Though I agree that the dual builds bug, with the legs appearing on banes and being all useless and mismatched there, really sucks.
  9. Do we know the resistance values though? Are they the same ones used for bosses? That would be 35% debuff resist for a +1 boss, right?
  10. Hi everybody,

    I have always been under the impression that AVs, even when scaled down to EBs, retain their high debuff resistance (85% @ levels 50 and 51), right?

    But if that is the case, I can't figure out how the Honoree and Holtz were missing my rad/rad so much earlier today, though.

    That character (Dr.Gamma, responsible for my global and forum handle) currently has only about 27% ranged def. from pools and IOs. With RI slotted for to-hit debuff around the ED cap (let's say 56%) I should be debuffing those guys for only 31.25 * 1.56 * .15, or about 7.3%. Adding that to my defense, it should be like having a defense in the neighbourhood of 34%, right?

    Well, while I was fighting those AVs, scaled down to lvl 50 EBs, the to-hit rolls for them in my combat window kept showing lower numbers than I expected: around 6.5% and 7% chance to hit me. I had a bunch of purples saved up in my tray that I never used (once I realized what was going on).

    So... What was going on there?

    Thanks in advance for any answers,
    Dr.Gamma.

    P.S.: I almost made a joke about this in that "Accuracy WAS nerfed" thread, about it being nerfed on those EBs... But decided not to feed the fire.
  11. I was starting to get worried as the day went on with no downtime announcement for tomorrow! I was like "Damn, are we going to have to wait until thursday's downtime for I19???"

    What scares me most now is that, with the amount of RL work I have to do in the next couple of weeks plus respeccing a couple dozen chars for inherent stamina, getting the alpha slot and enhancement(s) and getting rid of the annoying tarzan integration animation in at least one char ASAP... All that together probably means I won't get much time to sleep or eat. Who needs sleep anyway? And I could always use a diet...

    *Makes sure the game addiction police isn't watching.*
  12. Quote:
    Originally Posted by spice_weasel
    is scale an issue? i wonder about finger gesturing at a desktop level, rather than hand gesturing.
    It should be able to recognize gestures made by changing finger positions with one or two hands, even at the distance used in the test shown in the movie (5' or 6') or a bit further, and for sure if the user is closer, which is what I think you mean by "at a desktop level". But very subtle differences in finger position are ignored on purpose, otherwise it would be really hard to get a hand pose just right, and using the system would be a pain requiring training the users and all, so your gestures using mostly fingers could not be too subtle.

    Edit: What gesture did you think of and for what Nuke? *Wonders if it's the finger or something similar...*
  13. Quote:
    Originally Posted by DrMike2000
    Machine vision's come a long way.
    You should see what the robotics and autonomous vehicle people have been doing! And it looks like every camera nowadays comes with face and smile recognition...

    Quote:
    Originally Posted by Bright Shadow
    I guess that's pretty much the solid reasoning that I was after. Thanks!
    Glad my verbosity was actually useful to someone for once! That's a change. You're quite welcome.

    And... duh... I -finally- remembered to multi-quote instead of using those @!
  14. Not to mention all the good points Samuel brought up, too.
  15. I actually agree that using gestures is not always the best way to play a lot of games, especially the kind of games I (and I guess most of us) like to play.

    Let's start with reasons for the fascination with gestures in general, though, instead of just in games. I'll reach games eventually. (Warning: huge post ahead, no TLR down there).

    Interaction people have been fascinated by using gestures, touch and voice pretty much since interaction research and development began, way back in the sixties. That's because using your hands is something -very complicated- that you know -very well- how to do. I mean, you can perform a huge range of complex motions with your hands without even thinking about it, because you've been training your brain to do that since you're born (or earlier, I don't know). It's why babies are so grabby. By the time you actually remember being a real young kid, you already learned most of what you need to know about manipulating stuff with your hands and depth perception with your eyes, so well that you do these very complicated things without thinking about it. So it's supposed to be much much much easier to interact with something in a computer system just like you interact with the real world - using your hands - than using something weird and unfamiliar such as a mouse or keyboard (not to mention one of damned gamepads with tons of buttons everywhere!). Even when you think you're completely familiar with mouse, keyboard or gamepad, you're still much more familiar with your hands. Voice and speech take a while longer to learn, but people are, in general, still better at talking than they are at typing or mouse pointing and clicking. Gestures may come with ergonomy problems, and voice with privacy problems, but those problems don't stop people from wanting to interact with computers just like they interact with the world, to the point where you start to notice computers less and less.

    There is also the fact that traditional interface devices such as keyboard, mouse and gamepads are most adequate for 2D interaction. Typing a text = good. Manipulating a 2D image = good. Running around in two dimensions = good. But add the third dimension and these devices become REAL akward and you need some very complicated rules in the interface to deal with it. Grab some flight or submarine combat simulator and get in a dogfight to see how weird it is. Or grab Blender, draw a cube and try rotating it JUST like you want, in three axes, just using mouse and keyboard. Or try the old CoH PvP with unsupressed running and jumping around, I guess (you can still do that in the arena, right? I never did much PvP). It's tough and usually requires a decent amount of training. Now compare that with how easy it is to rotate any object any way you like just using your hands, or to mimic a very complicated and crazy flight path with your hand, and you'll see what I mean about hands being much better for REAL 3D actions (most of the time, though, you SEE things in 3D, but are bound to a deformed 2D plane - the floor, so you don't really need 3D interaction).

    Finally, there are a lot of situations where having a keyboard, mouse or gamepad are just too weird. If you're using a small portable device, if you're standing and moving around while delivering a presentation (and projecting content from a computer), if you're walking around in a museum, or doing mainteinance in a plane, and seeing an augmented reality ( http://en.wikipedia.org/wiki/Augmented_reality ) overlay of information about real objects... All these are just a few of the many examples of interacting with computer systems where having traditional interface devices is just not too practical, and you go for gestures, voice or touch interfaces, for instance.

    So, these are the reasons why interaction people have always loved gestures (and voice and touch). The reason why, for the rest of us, it looks like this is a recent phenomenon is that only recently technology has become cheap, small and fast enough that you can do that without a bunch of bulky sensors attached to you, without a uniformly colored background behind you, without expensive cameras, image capture card, magnetic sensors, RISC supercomputers or big clusters of computers... You get the idea.

    So, people are finally able to implement for real and without an enormous budget the systems they've drooled about for years, for several good reasons, too. It makes people excited.

    As for games... A lot of these excited people are also big fans of games, so they're excited to bring gestures, voice and touch to games as well. A lot of these people are also technical guys, so despite knowing these forms of interaction aren't the best for the current games (they are not dumb, after all), they figure they can create the tools, get marketing to build some hype, and trust all those creative artists and game designers out there to make games for which gestures actually make sense and are fun (and cause as few repetitive effort injuries as possible! Wiimote, I'm glaring at you!). Games are also a great way to introduce a new for of interaction to the masses (you learn new stuff a lot faster having fun with it than being forced to learn it), so it's another reason why people are pushing for gestures and other new stuff in games.

    Finally, that scenario you described (arriving home late tired from work and wanting to relax for a bit) is only typical for -your- kind of player. Right now, most of us are that kind of player, too. But there's a huge market beyond us "harcore" (or old style or however you choose to call most people who play computer and console videogames today) that is pretty much untapped. Younger kids who do not work and seem to have infinite stores of energy until they flop and sleep for 10 hours. The infamous Wii soccer moms. People who only want to play as an excuse to be with and mess with their friends (think of drinking games). Older people who never grokked this whole computer thing. Younger people who think us computer users are old people, because the good stuff now is in using mobiles, not those clumsy notebooks. People who play real quick during lunch breaks or while riding the bus to school... Probably a lot more user profiles I'm not thinking of. When people invest in new kinds of interaction in games, they're not necessarily just trying to please the people they -already- are pleasing (though they will sure be happy if they manage to do that, too), but they are mostly trying to grab NEW people. Compare the number of people that play games with the number of people that do something like, say, watch TV or talk in cellphones, and you see games still have a lot of space to grow (not by chance, digital TV and cellphones are two platforms where people are trying to increase gaming, and where traditional interface devices are not so great).

    Even for us that actually like current games just like they are and like to play, like you, to relax... Don't we often complain about how all games are so very similar? There's like less than half a dozen styles of games, some combinations of these styles, and within one style, all games feel pretty much like the same, aside from a few details here and there, the art frills (which are great and all, but don't -actually- change how you -play-) and maybe the story, if it's there and if it's not yet another half-***** implementation of the heroes' journey. So, even for us that like games as they are, a lot of us are beginning to feel they are getting old, and maybe new forms of interaction will lead to new forms of gameplay that will bring us some much needed fresh air in our hobby. Guess that's another reason why people hope gesture interfaces and other new forms of interaction do well with games.

    As long as they remember these things are not best suited for a lot of games, especially the games we have today for the players we have today. And keep making the games with regular interfaces that we like, along with the cool new stuff.

    And finally... The reasons why I, specifically, chose to do a test with a game, especially with CoH (which actually lets you at least move in 3D). It's a great way to show my system works in 3D environments (for those cases when you are walking around in a virtual or augmented environment and can't use regular devices). It's a great way to show I can integrate my system with other applications without needing to do any changes to them, or recompiling, or even letting them know I'm using gestures. It's great to show the system is stable and fast enough. It makes it easier to draw in users for testing (it looks more like having fun than like work). Gameplay mechanics in CoH put there to deal with lag (selecting targets instead of aiming, queueing powers, powers requiring longish animation times) mean that I'm not so penalized by the time it takes to perform a gesture, compared with pressing a button, for instance. It gives me kick *** screenshots and demo movies (check out those other tests in my video where I don't use CoH, or other gesture stuff in youtube, and notice how absolutely boring the stuff us technical, non-artsy people make our test applications). And last but not least... I'm an avid CoH fan, so any excuse to bring the game into my work environment brightens my day and I've had a lot of fun implementing and testing with it.
  16. Ah, no, not really. I still count on the hands being mostly separate for recognition. I -could- try to fool the system and define hand poses that are actually defined by two hands together instead of only one, since I only work with image properties instead of some anatomic model for the hand, but I'm not sure how well that would work. It's actually something I might check, now that you brought it to may attention.
  17. @Samuel_Tow: In my computer and using a single core, the entire recognition process is taking in average just above 14 milliseconds (and 13 of those are spent on image processing). So it's quite fast for typical hand speeds. The webcam I'm using is really cheap though, with a maximum capture rate of 15fps (and less if the environment is dark and I need more exposure), so fast movements cause some annoying blur. I don't even try to detect hand postures during the movement, just before it starts and after it ends. The again, if I were using a really fast camera, I might not leave enough processing time for other stuff (such as running the game, or recording the video).

    @Dark_Respite: It's awesome (and I downloaded it all, too). I particularly like the orchestral and piano stuff but for this video I thought something more rock-and-roll worked better.

    @Leandro: Actually, paraphrasing the matrix, "There is no lag"...

    Kidding, but what I mean is, if you look closely at the video, it is working exactly as if I were using the keyboard: one power gets queued while the other is still animating. But since the gestures the user makes are similar to the animations, we tend to perceive a lag that isn't actually part of the recognition.

    It's funny that we don't really notice the lag if either the input (such as keystrokes) or the response (like when I use a gesture to select enemies in the beginning) are fast, but if both the input and the response take time (like a gesture and a power animation) AND are similar, there is that perception of lag that is indeed distracting. It's quite an interesting result that we had not noticed before.

    I'm not sure if that would happen to other users, since no one but me has tested the system more than once or twice but, for me at least, that perception of lag went away as I got more used to the interface.
  18. Thanks again for all the answer and compliments. Here go the specific answers:

    @Night-Hawk07, Golden Girl: Gestures2Go only recognizes hand gestures, so it's not the best fit for MA (they didn't make alternate punch animations for -every- power, did they?), at least not as the system stands right now. Detecting full body gestures is a possible and interesting direction for future work... But then again, Kinetic seems to do that quite well already.

    @Memphis_Bill: So do I! But most of the time it just ignores me!

    @Dark_Respite: I did find out about Zero Project watching one of your videos. I don't remember though, did you use that exact same piece? If you did, it's a funny coincidence, cause I listened to everything they have on their homepage and just thought that piece was the one that worked best for the movie.

    @Night-Hawk07 (again): The timing thing gets tricky. It's possible with Gestures2Go, using time as one of those continuous parameters, but it would require a bit of extra coding work on the person designing the gesture interface, compared to recognizing gestures more instantaneously. But the biggest problem is for the user: we've noticed having to wait a while makes gestures a lot harder to perform right, and it makes users feel like the interaction is slower or something.

    @FloatingFatMan: What we're doing here is pretty different from what Kinetic does (although I'm excited to get my hand on their hardware to see what I can do with that nifty camera), but I'm publishing a paper or two about it, so I'm sure the MS people are going to see it.

    @Samuel_Tow: Yeah, the "galaxy far, far away" part was no coincidence. (Although, honestly, it was one of the only ways I found to add longer texts to the movie using Windows Movie Maker, an old version too, 5.1. And the only fun way. I'm a total noob in this movie editing thing.)

    And the gorilla arms thing is a concern. At least you're not touching anything, so you won't break anything like it happened to those poor touch screens. But having tested playing like this for longer periods (like 15 or 20 minute missions... or longer sequences of smaller tests like the one in the movie) I'm quite aware of how tiring it can get. Sure would not work for longer play sessions, but 30 minutes of playing like this every day and I'd probably be thinner. Or get shoulder injuries.

    The ergonomics of using gestures like that is one of the things we want to study (and one of the reasons we haven't released the system yet - it's probably coming out as free and open-source once it's really ready).
  19. Thanks all for the compliments. A few specific answers:

    @Chaos Creator: I noticed that, too. Even I get lost there sometimes, and I'm pretty familiar with every frame of that test video by now... Hopefully in the future I'll manage to make a video where a separate camera films the player moving more clearly (instead of just showing the tiny feedback window) and hopefully that will help some...

    @Night-Hawk07: One of my current projects nearing 50 is a Claws/Regen Scrapper, so I actually thought about that. That's one case when I guess it's better to design gestures that are not all that similar to the power animations, but still similar enough that they are not too hard to remember.

    @Blacjac84: My Dark/SR Stalker is one example of a character who often uses Shadow Maul and Sands of Mu. To differentiate between them, we'd have to define different gestures for each power, but again, hopefully similar enough to the animation that it wouldn't be too hard to remember. In this case, for instance, we could do something like a right punch followed by a left punch be Shadow Maul, and a left punch followed by a right one be Sands of Mu. That should get the job done and be easy enough to remember, even if it is a little quirky, I guess.
  20. I've made this video showing a gesture recognition system I have been working on (no, it's not Kinetic, I'm just using a cheap webcam) and testing with CoH, among other applications. Playing CoH like that was tiring, but sure felt real cool. The video is featured in my channel:

    http://www.youtube.com/user/jlbernardes

    Or if you don't fall for the shameless plug, here is a direct link to it:

    http://www.youtube.com/watch?v=mABRE17jIp0

    or a link to the smaller interval that only shows the Cimeroran "arresting" part, sans text or music, but with better quality:

    http://www.youtube.com/watch?v=T_cvPPUo61g

    The videos get choppy because I'm using a single computer to do a bunch of stuff, including the recording. And I'm fighting blue enemies because I was more worried about testing the gesture stuff than about showing off build or skillz. But I think you get the idea.

    I asked Ocho whether it was ok to publish the test video using City of Heroes, and he encouraged me to tell people about it, so here it goes. I wasn't sure whether to post here, in the fan creations or multi-media forum, but figured that, when in doubt, this is the place.

    Hope you like the video.
  21. Will expired trial accounts (like the ones we invited our friends to play with for 10 days or so, I know the character is still in the DB) be reactivate-able too? Makes sense since even new accounts will join in, but I wanted to be sure before I invite my brother to come over again to play with me.
  22. I agree with what has already been suggested here:

    - Option 1* for those pieces where no geometry or shinyness or other more radical changes happen, instead of a simple increase in texture definition or something else that leaves the look and feel mostly unaltered.
    *With the old pieces remaining in the database, althouth not in the menu, so a few people who -really- like them as they are (maybe someone -wants- to look like they have painted a white tank top on their chest!) can keep them.

    - Option 2 for pieces where more radical changes happen.

    On a separate but related note... Despite my general philosophy or preserving choice I, personally, wouldn't mind not having access to the non-animated tails anymore. I think I still use them on a couple of characters simply because I didn't take the time to go and fix those costumes. If they look exactly alike (except for moving now) I really don't see it as removing an option...
  23. DrGamma

    Pet Resist Aura

    Thanks for the answers!
  24. DrGamma

    Pet Resist Aura

    Can I slot both +10% Pet Resist Aura uniques (from the Pet Damage set, and from the Recharge Intensive Pets set) in the same pet (such as a controller pet)? And if I can, does the resistance stack up to +20%? Mids seems to allow it, but I was hoping someone else had tried it and could tell me for sure before I spend the millions on the uniques.
  25. Quote:
    Originally Posted by Vaxin View Post
    Yea we up in the great white north are getting shafted till Friday, no where (Best Buy, Future shop, Wal-mart) has this game so so so upset
    Count yourselves lucky. In Brazil we not only cannot buy Going Rogue anywhere and have no idea if or when it will be possible (the only authorized distributor has not breathed a word about it and we are blocked from the NC Store), we can't even buy any of the Super Boosters, except for the first one, Cyborg. Because, you know, they are all so -recent-!