FlashToo

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  1. FlashToo

    Celestial Armor?

    Quote:
    Originally Posted by Sapphic_Neko View Post
    Celestial armor is getting phased out with issue 23 to make room for the mecha set.
    Celeastial armor will come back on a recurring schedule, but i don't think even paragon studios knows when they'll do that
    This is what worries me. If we are not given a timeline other than "eventually, really, we promise" what's to stop Paragon Studios from just continuing to entice us with new, different shiny things instead of giving back the opportunity to the people who couldn't get it the first time? As I see it they could:

    1) Keep their word, and cycle old things back in. Some players already have it, but some do not, and are happy to be given the chance. Additional money may be spent by those players who did not have tier 9 VIP access or near enough to it that they might be tempted to buy more points the first time.

    2) Not keep their word, and introduce new sets every time. Nobody has the new sets, so everyone has a new shiny costume to get excited over. Pool of potential customers expands to 100% of people with tier 9 VIP access or nearing tier 9 VIP access.

    Now, I know we all want Paragon Studios to be trustworthy, but the fact remains that the promise we were given has all the potential to be empty with its complete lack of numbers. If we'd been told "Each costume set will return to tier 9 for one month each year," even without being told which month, I'd be less paranoid. All I want is a little more solid assurance that yes, they really will be back, in a form that Paragon Studios can be held to.
  2. Quote:
    Originally Posted by Zombie Man View Post
    Yeah, you're leaving out the bustier and forget the male shirts can't just be included since they're on the legacy NPC models. They can't be ported. They would have to made from scratch for the PC models. There are no male clothing pieces to port. Nor is there a "unisex belt" to port for the same reason.

    Like I said, if it's ported, it's only new female pieces. Another female set with a bustier.

    Exactly like Carnival of Light had female pieces that could be ported to PCs, but no male pieces because they were all legacy Chain Legacy pieces.
    Originally, the Carnival of Light boots and sash were part of legacy NPC models too. We got those, why can't we get the shirts?
  3. Quote:
    Originally Posted by dugfromthearth View Post
    beam rifle/time corrs can do that
    Why restrict it to beam rifle? Does time travel not work on ordinary bullets or arrows?
  4. Quote:
    Originally Posted by Zombie Man View Post
    Oi vey.

    When they updated the Tsoo, they male legacy NPC models remained the same except for some getting the glowy tattoo.

    This means that the new female models probably got new costume pieces that could be exported to PCs.

    So, think about what this means: A new player usable Tsoo set that is:
    • Primarily Female focused
    • Bustier focused


    It will be Carnival of Light and Gunslinger all rolled into one all over again.
    So inclusion of one bustier is enough to make a set's main focus cheesecake?

    Let's see what these Tsoo ladies really are wearing:
    -Belt. This is also worn by some male Tsoo who use the long skirt.
    -Hat. Also unisex; female model just has attached long hair.
    -Tattooed arms top-with-skin. So there's some underwear involved - so what? We can't exactly leave her bare-chested; there has to be something there.
    -Pants, shoes, and bracers that are already usable by female players for free.

    What I would expect to see in a Tsoo costume pack, based on this:
    -Unisex Tsoo belts.
    -Tsoo hat with male and female versions.
    -Female tattooed top-with-skin.
    -MAYBE glowing versions of existing male and new female tattooed tops.
    -If we're really lucky, existing shirts on male NPCs added to male/huge (and maybe female) Sleeveless Robes options.

    Yeah, I'm not seeing a focus on male-directed eye candy here.
  5. Quote:
    Originally Posted by Lothic View Post
    No, it isn't. At the very least it's much more complicated than the bridal veils. The veils are effectively "capes attached to the back of a head". The Belladonna Vetrano/Ghost Widow hair is very much unique and different from that.
    How so? It looks like a single sheet to me, with individual locks defined by alpha transparency. Can you provide a diagram or otherwise explain your statement better?

    Also, I've seen people use one of the long tattered capes, colored the same shade as their chosen hair, deliberately clipping into their long hairstyles to extend the hair even longer while adding animation. It ends up looking pretty good for a hashed-together thing, the only problems being the visible seam where static hair model meets physics-enabled cape model (solvable by making the two into one part - the Magic Bolero illustrates that nicely with its lack of a seam at the waist) and the fact that the cape is only an approximation of hair rather than actually detailed and created to look like hair from the start.
  6. Quote:
    Originally Posted by Lothic View Post
    Oh I'm all for the idea of the Devs "forgetting" about having to support low end machines. I'm sure the desktop I play this game on with its GeForce GTX 580 GPU and 12gb of RAM could handle "hair capes" very easily.

    Unfortunately in the real world the Devs actually do need to still worry about the so-called "low end" machines because I think you'd find that a vast majority of people play this game on "adequate" machines or less.
    Yep. I have one of those low-end machines.

    Quote:
    For what it's worth the "bridal veils" are much, much simpler to implement animation-wise than realistic looking hair. The veils are a single "sheet" of material whereas hair would have to be made up of hundreds (if not thousands) of elements to look realistic.

    That's very much an "apples and oranges" scenario you're trying to equate here.
    I again point you to Belladonna Vetrano/Ghost Widow. Her hair is a single sheet.
  7. Come to think of it, we already have a cape-animated hairstyle for players: the bridal veil. Realizing that, there's not really an excuse not to let us have the option of hair that works like both versions of Belladonna Vetrano's... those of us who want to wear some other cape costume part can just stick with the same non-animated long styles we've always used.
  8. FlashToo

    Pure Genius

    I like to use mine to rake leaves in Cimerora.
  9. Quote:
    Originally Posted by Golden Girl View Post
    Maria's husband?
    She's married?

    If not it might be her brother or something.
  10. Quote:
    Originally Posted by Gilliam_EU View Post
    lol we are trying to keep them alive
    Well, yeah. Think of the taunt as "HEY, GET BACK HERE, MORON!"
  11. FlashToo

    Feather pieces!

    Quote:
    Originally Posted by Darth_Khasei View Post
    That is probably slated for inclusion in the Dino pack.
    Oh, please. As if being a good place for a costume part were any guarantee that a pack would contain it... if that were how it worked, I'd have a set of sideburns for my main out of the Steampunk or Gunslinger packs.


    No, I'm not going to stop complaining about that until I get them.
  12. Quote:
    Originally Posted by NightErrant View Post
    Why not make it so that Escorts are temporary pet powers? You could pass them off to another player, monitor thrir health, and issue commands that way.
    Wait, how would THAT work?
  13. Quote:
    Originally Posted by Zemblanity View Post
    Science.

    And I very much wish they added the Alien origin as well, particularly on Peacebringers (at least Warshades get the Science origin, PBs are stuck with Natural). Why Manticore refers to a flying, shapeshifting quantum-monster as a Natural hero without any powers is beyond me.
    Because all Kheldians can do that. It's perfectly ordinary for them - not for a human, of course, but you have to take species into account.
  14. Those screens look great! It inspires me to make some too but I don't know what they would be
  15. I've never actually thought about this before but looking at my list of alts, I'm tied between Science and Magic, with almost twice as many Science and Magic characters as the other three origins combined (this counts the Fortunata as Science-origin, because she is RP'd as that). My three main characters are also two Science (one of whom is the aforementioned Fortunata) and one Magic origin.

    I never realized it was that skewed.
  16. Quote:
    Originally Posted by ddgryphon View Post
    How about Archery/Gadget Brother Shaft:

    -image cut for brevity-

    Oh my, what a name THAT is! Tartyr, with the nature of the project at hand, there is no effing way you can pass this one up.


    I'll post my male character The Hour Thief here for good measure, mainly because he's established himself as a rare male example of the Hot Librarian archetype among the folks in my supergroup and I'm bored. He's a time manipulator, of course.



    Drawn references here and here in case it matters.
  17. Quote:
    Originally Posted by Rigel_Kent View Post
    I'm leaning toward Technology (as you are "in possession of" your own awesome mechanical self), but depending on your backstory and powersets, it could possibly be any of the five.
    I was about to say "except magic; we call those 'golems' instead" but then I remembered the game has Tin Mage as a canonical precedent.
  18. Quote:
    Originally Posted by Kitsune Knight View Post
    Considering Twinshot's personality, I'm pretty sure she'd be much more likely to call a 93 year old "kiddo" than a 12 year old... especially if she thinks it'd bug them.
    It would be less bothersome if it were just her.
  19. Yes, this bugs me too, seeing as my main is ninety-three years old.
  20. I usually see robots as Tech, though in some cases I could possibly see a Science origin making just as much sense depending on what the robot can do. A robot who has fairly straightforward powers such as inbuilt guns or flamethrowers, or who has the strength and speed to match human heroes simply because he is a robot of sound construction, would unquestionably be tech. However, when you get to wilder abilities more commonly associated with science than with what's thought of as tech - say your robot is in essence a walking particle accelerator, for instance, and all its abilities are completely dependent on that; truly a scientific device with extraordinary qualities even for a robot - then I could see a Science origin.

    It's a similar way of thinking to how I would differentiate between a Natural- and Tech-origin character in ambiguous cases: It's all in where the ability really comes from. I have a scrapper who uses a matched energy shield and energy blade, and wears sleek, hi-tech armor, but I call her Natural origin because it's her skill with them that matters - someone else might have the same basic idea of energy weapons and space armor but with the difference that their ability comes directly from having those things, and that character would be tech-origin. To me, a Tech-origin robot is the same as a Natural-origin human, and weird abilities that go above and beyond the robot's "natural" (tech) abilities could easily fall under the category of Science.
  21. Quote:
    Originally Posted by Techbot Alpha View Post
    Why? They've been owed the damn things for so long now. I've yet to see a NON half-backsided reason for them not having them. If it's 'theme' then it's a bit late for that; a large number of people play the characters as non Arachnos affiliates anyway, so...
    Fair enough I suppose... would be nice to have alternative claws for widows too. Vanguard claws colored purple to match the psi attacks would be sick.

    Come to think of it, especially with the Soldiers, you'd think the guns would have more available variety in at least the costume slots beyond the first. I mean, that early mission where you disguise yourself as a hero, included in the game as a way of granting you your first real costume... you'd think they'd let you carry a gun that wasn't obvious Arachnos property.
  22. Quote:
    Originally Posted by War-Nugget View Post
    No thanks.

    Diabolique in the DA arcs is first introduced as a Numina recolor. Then after you defeat her, Mot grants her power - changing her costume, and making her far larger.
    Yes, this. She should keep a simpler look prior to Mot-empowerment. While I wouldn't necessarily mind an update to the old look, as a means of differentiating her further from Numina, I don't think such an update ought to be so extreme; maybe just take what she has now and make it more revealing and imposing, in the ancient tradition of evil sorceresses everywhere. Add some spiky chained shoulderpads and a spiky-looking belt, and swap out the pants and boots for a pair of thigh-high stilettos and a panty bottom, kind of like the bottom half of Mother Mayhem, but keep the overall look the same - this is still Tammy Arcanus, after all, and keeping her costume recognizable as "evil version of Numina" is IMO a good thing.
  23. Quote:
    Originally Posted by Techbot Alpha View Post
    No.
    Why?

    Because SoAs should have ALL the Assault rifle models! Really, there is NO decent excuse for this. /Signed
    I'm starting small. We can get to the other rifles, and alternative claws for Widows, later.
  24. Quote:
    Originally Posted by Mad_Scientist_JC View Post
    Honestly, I think that need to give us MM commands for any escort like this. So that way we can pull them back or keep the idiots out of the fights. Or control them to some extent.
    That would be amazing but how would it work on teams? Command is given to whichever player the NPC is presently following? Don't get me wrong, I'd love that, but it sounds like it could be very ugly to program... I'd honestly be happy with a trial-style HP bar that everyone in the group can see and use to target the NPC for healing and buffs. I really do think that alone would make babysitting them much easier.

    Heck, even when the NPC isn't mission-critical it'd be amazing, speaking as a player of low-damage support casters. Say what you will about defenders and controllers, but they are by design not solo artists, and soloing can get tedious... I welcome missions where I have an NPC to use my buff powers on. I propose all combat-capable NPCs with the follow AI should a) be made buffable (I have seen some that inexplicably aren't), and b) be given a health bar through which I can easily target them. Even tanks could make some use of this by targeting through an NPC ally when using Taunt, to better keep mobs off of him.
  25. What the title says. This AT is perfect for representing a Vanguard sergeant.

    It even has a bayonet when the NPCs use it!