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Quote:sigh, I've never used the cryptic engine, but I'm sure they can import files, just need to know what formatts they accept.How much experience do you have working with the Cryptic engine that this game uses?
When people with actual experience with the game engine and the animation system tell me that it's quite a bit of work and difficult to do in this game, I'll take their word over ANYONE that hasn't.
If you think you can do better than the people that are working on the game or have worked on it in the past, go for it. Apply at Paragon Studios and implement all of your ideas.
I like to work outside of the box.
besides NCsoft wouldn't hire me, I've got tons of Ideas for the game not only powersets but other things as well, guess they aren't looking for anyone, or maybe they are one of those companies that holds a degree as some god of doing business = no degree, no work.
so outdated.. most people with degrees in game dev have been found to be incompetent in practice, I have the practice but no degree but they'll still hire the incompetent ones thinking they have no choice..
I'm sure NCSoft picks carefully avoiding the incompetent ones but still, it's a matter of principle. -
Quote:exactly start simple, not like we need a softbody whip that interacts with everything it touches by physics, yeah that would be a female dog having puppies to script.I agree with this but if they go that route, they can't call it Whip Assault/Melee.
One of the AVs in the Summer Blockbuster Event seems to almost exclusively use the Hellfire Whips from the DS set.
I could almost see a Hellfire (or other elemental based) set(s) of some sort using cheaters (modded versions) from other sets for animations (stand-alone or as companions to the current whip animations) for the whip-based powers within the set(s):
The Vine(s) portion of the Carrion Creeper power
Midnight Grasp
Living Shadows
Tenebrous Tentacles
Soul Tentacles
...and getting more mileage out of the set by allowing players to choose their element (ie. DP or SF)
you need to start with preset animations so what if when the character spins mid attack the whip spins with him without bending, same as many other attacks we already have.
no big whoop, just gotta make the whip's motions animated and fun looking.
can you say easy? heck the third scene of the animation I did had a slug in it, it's tail moved very easily for me bending in all directions ETC. -
Quote:I work with game engines, there are some (aka Unity and others like it) that place limitations on what you can make and what you can script without resulting to programming scripts.I don't recall his exact wording but it was pretty much what we've been told in the past. Within the context of what the game engine and animation system can do it is very difficult to do something like whips or chains so new ones aren't likely. Same thing we've been told by the animators that have to work with the game engine and animation system in the past. Same thing we've been told by others in the art team in the past. Same thing we've been told by anyone that's actually seen the capabilities and limitations of the game engine and animation system used.
I can't recall exactly how it was worded previously, but I remember someone saying it took more time and work to implement the whip attacks in Demon Summoning than it did for any other full powerset. Just the whip attacks. That's not counting all of the work on the Demons themselves.
I tend to accept the word of those that have actually worked with the game engine, powers systems and animation systems than that of anyone that hasn't done so.
If you want to hear his answer you can view it on their Twitch.TV page or on their YouTube page and hear his wording for yourself. It was one of the first questions asked and was somewhere around 42 or 43 minutes into the chat.
For the Twitch.TV link, click the videos tab on that page and it's listed by the date.
I've looked at their Careers page and they don't currently have any postings for Animators. From what I've been told in the past, they don't have non-employees doing powers design, animations, writing, or much of anything else.
I use a better more versitile GE that allows me to fully edit every aspect of the game without much scripting at all, best part is I can import those files into Unity3D and any portions unity can't run are accepted as scripts, due to the fact my GE is open source unity can interpret it's operations into scripts.
and also I just finished a 5 minute animation a few months back, It was for a friend's final graduation assignment in university, she passed.
also, the devs are business men and women, if something free comes allong and offers to do things that they think would take a lot of time, believe you me they'll take it.
to be honest I can make the whip all on my own, animations included. -
Quote:why what did he say?After hearing Arbiter Hawk's comments about whips in today's Twitch.TV Coffee Talk I don't expect to see anything more than the one existing powerset to do with whips.
Cause I've already worked out a lowpoly way to make the holds and animations, if everybody wants I could go and model, rig, animate and code it and make a video on my livestream and post it in a link here, but I will admitt I have other obligations in game design that are actually making money for me so if you would like to see it it will be a secondary project for me atm.
for each video shown I will post the polycount, bone number and video memory used in MB allong with processor power taken.
trust me, it wont be much.
fact is I really want to see a whip based powerset for melee, so if doing all the work myself is what it takes then heck I'll do it.
Just need at least 1 dev's blessing of the project. -
Quote:easy, hold that/those whip(s) (drawn as a single tube between player and enemy, upto 15 enemies) in one arm and the animated attacking one in the other.Also, it was noted that the Whip is a flame whip specifically because then it could be a particle effect and not need to be a physical weapon (like an Axe or Bow)... thus making it disappear once the power was done animating and thus causing fewer issues and less animation time than a whip that would have to move around a lot when "drawn" like ordinary weapons.
So, unless something amazing happens... this isn't really an option.
Also, I see you noted holds and other "whiplatch" type powers. How exactly does that work? How would you be able to do additional attacks if your whip is holding an enemy? You can't very well attack AND hold a target with your whip.
secondly, particle whips would be used as certain costume peices, so you can change what your whip actually looks like.
thirdly, I am a 3D modeller and game designer, a non particle whip is with-in thier grasps (polygon count wise) and animations for said whip are quite easy for me to do.
if push comes to shove I am willing to volunteer to do this for the devs should they accept the powerset. just want my name on the credits for the animation work ETC.
also some of the attacks also stun because of large impact or loud noise, please read each attacks description. -
http://boards.cityofheroes.com/showp...postcount=2412
I've been working up an Idea for this for some time (see the above)
I happen to be a castlevania fan, I prefer the old belmont style game play.
anyways a long while back I noticed demon summoning has that nice nifty flaming whip; shame the devs did all that work for only one attack..
unless; Whip Melee, a solution to the problem.
Being a castlevania fan I just had to include a ranged whip-slung power ball attack as the last attack (#9) but I must say that is optional and can be replaced if necessary.
as for the power set;
I decided to give it holding and damage debuff abilities on several attacks, one single target, and one AoE. both being in spirit of indiana jones' Whiplatch technique.
The set features smashing and lethal damage, but I realized some people might complain things like "I want to use [Damage type here] with my whip, it would be cool" so I included a damage type shifting power much like in dual pistols but with more selections to cover all bases, the damage type chosen is set to replace the Lethal damage which in most attacks is secondary or has it's own triggering conditions.
the powerset has 3 Ranged attacks (because we all know whips can hit things at range) and 3 melee focusing mainly on AoE, then 3 damageless powers, 1: taunt/confront with a chance to confuse, 2: Damage shift and 3: A Rage like power.
blasters and doms get an everlasting attack instead of taunt.
anyways please take a look, I know I forgot to add a stealth power for stalkers and subsequent other things related to that but thats because I don't play stalkers much and didn;t know what would be the best adaptation. (thats open to discussion)
anyways please read and discuss -
the current enhancement level modifiers wont be enough, +5 wont work, recipes need to be LV 50 to be purple, but they will be enough to raise the purple's value to +5.
anyways I still think there is a need for more on this subject. -
Quote:unless the game will be running on ultra mode most users would find thier CPUs and graphics cards and memory can;t handle individual fingers toes ETC on a large team basis, unless they are done the cheap nintendo way.. but if you don't do that right it looks like crap..In order to make hands with individual fingers the devs will need to go back and spend time remaking every single existing glove option we have. That's more than a two dozen different costume parts that time will be spent on. And along the way folks will complain about their old gloves being edited and changed quite a bit, as they do every time costume parts are changed.
In order to make legit looking feet the devs only need to create one new boot option from scratch. Nothing will be replaced. -
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gentlemen and gentleladies;
yo missunderstood the purpose of this post, and miss understood the reason of #3.
however you did provide a good peice of information about it, enhancement unslotters would indeed be a good substitute for #3, I just wanted to make sure it wasn't too hard or already slotted toons.
in summary #1 means: I would like everyone to have the ability to 'upgrade' all thier IO set recipies for a price, no matter how rare they are, they could become purple, Very rare. and allow people to enjoy the benefits of prple recipies for every set type.
in summary #2: can enhancement boosters raise the level of a IO set to 50? or 53? if they can raise the level at all, then thats what I'm requesting, but honestly I'd like to see the ability to do exactly as asked -
this is actually not what I thoght this thread would be about lol I thought it would be a complaint about how all the newbies would be coloring thier water yellow and calling thier toons vulgar names that have something to do with urination...
ok onto your thread's topic, I agree, the CoH characters are definitely candidates for N64 appliccation with thier single facial pose 'painted' faces and ther claw hands and feet with lines painted onto them to separate the fingers and toes.
I also agree that the foot structure needs something to be desired as it does look like a boot (which they did so that the rigging of the toes will match the boot exactly)
ok, solution, add a few subdivisions to the feet and hands to make them more foot and handlike, then apply a normal map for toes and fingers.
thats what I suggest to the devs to fix this problem, though me personally, if I were on the character dev team I'd just give them separte fingers and toes and a posable face from the start (on ultra mode) usually characters with these qualities are around 4k polygons but I've seen nintendo do it with 1200 polies (which should work for basic non-ultra settings), and yes I know how they did it and how to do it on any character. -
Hey devs and players alike I came up with 2 Ideas for Enhancement Modification.
1: in the game we already use this for converting rare (orange) archytype specific enhancements into thier very rare (purple) versions.
so, my point would be why not allow all IO set recipies to make this jump into purple for a cost? even yellow or white ones which would have to be converted several times. the cost would be lower for white to yellow and yellow to orange conversions than from orange to purple.
the benefits would be increased enhancement percentages and increased bonus amounts, and when purple obviously they gain a very nice ability; the ability for the toon to keep the enhancement percentages and the Set bonuses no matter what level they are exemplarred to.
2:Level Modification, certain heavily used recipe sets may have a maximum level of 35 or 40 or something, obviously there is no such thing as a LV 35 purple recipe, so during the enhancement rarity modification the level of the recipe should also be raised if it is not already at 50. this should be an extra cost for converting to purple. this also makes those odd LV 46-49 recipe sets actually not laughable as most people prefer the set to be at a hard 0 or 5 (ex: 40 or 45 level sets) not 1-4 or 6-9. as the level raises the effectiveness will also raise.
Also why not allow level modification to up the max level of a set to 53? then there would actually be something to fill the slots in WW, where as of now though LV 51-53 sets are visible in the market they currently do not exist in game. naturally converting to purple would raise to LV 50, from there players can convert again to get LV51 and again for LV52 ETC. upto a max of what they are allowed to slot.
3rdly and lastly: the above is great for people who are just slotting thier toons, but what about those people who already fully slotted thier toons? do they have to do a bunch of respecs to eventually take off and convert all thier IO's? or do they havee to completely rebuy them? I say; no. instead why not allow enhancement modification of already slotted enhancements?
thank you for your time devs and players.
please discuss this and consider it for a future release. -
I agree with all these points very well written, indeed the whole shadow shard needs revamping, I learned a few months back that the Soldiers of Rularuu enemy group was one of the few groups left without an agro cap. not sure if they fixed that.
heh that can be annoying when you're trying to kill overseers for the badge cause suddenly due to their massive quantity of spawns and their fast flight you've got 30+ enemies agroed after a few minutes, kinda fun till their holds start taking and you can't move lol. -
Quote:nice note I didn't know that about i20I'd be more prone to do it that way but I don't think there is snowballs chance in hell of them letting us pick any recipe in the game. Perhaps if purps and PvPs come off the table....
I would be happy enough if they made it a level 50 TF just so I can keep all my powers and set bonuses.
FYI- as of i20 any level content can drop shards as long as you have unlocked the alpha slot.
getting it revamped is a good idea, but I'd rather just see it raised to LV 50. revamping a TF is alot more work than raising the level.
Purples and PVP recipes; maybe this could fall under the 1 time a day rule, 1 time every 24 hours you can claim a purple or PVP recipe from this TF, after any other completions of the TF for the rest of the 24 hour period; purple and PVP recipies will not be available (grayed out and not claimable) from the recipe menu when talking to dr. quarterfield. -
as of now, this is one of the least played taskforces in the game, some people may even avoid it if it becomes the Weekly Strike Target.
this TF causes disputes between players often times due to it's extensive length.
so I had an idea to get more interest in this 6 hour long TF.
why not raise the maximum level from 44 to 50, then people can use it for shard farming. it seems quite appropriate what with ti taking place mostly int eh Shadow Shard.
also other than the 122 reward merits at the end, if you really want to get ALOT of interest in it, I have another idea, Dr. Quarterfield is a scientist therefor I'd think he'd have the raw knowledge to write enhancement recipes.
so, how about each character gets to claim any 1 recipe at the end of the TF by talking to Dr. Quarterfield after finishing. (I mean they can only feasibly do 4-5 runs a day if they are at it for 24 hours)
that would be huge incentive, raise the max level to 50 (54) and include an option to obtain any 1 recipe at the end.
what does everyone think of this idea? -
Quote:a very valid question, there are 2 options for consideration;But the devs have to make the content challenging that keep us playing, otherwise it will become boring fast and players leave. How will they program the appropriate challenge for all toons, all powersets and ATs?
And between powersets, they have damage types and secondary effects. Rad on a def does energy damage and -def. Energy blast does energy/smash and KB. So who gets the better resistance? The same? Does energy blast get both energy and smash? Where does that leave sonic which is smash/energy and -res? You have to balance this or people will just max out resists/def to the most common types and use IOs to fill in the holes.
1: only the main damage type affects your res, EX: an energy blaster would only be resistant to energy damage even though he can deal smashing and KB.
2: Percent based sharing, 20% res gets split between the damage types and effects you deal based on their already present values. in which case the 20% boost is split apart. EX: energy blast might be; 10% energy res, 5% Smashing res, 5% KB res. -
Balance, you keep asking for balance.
the balance is already in place, this is just an optional freebie, optional freebies aren't required to survive the game, so they don't require any balance.
you are what you are; your powersets would give you an optional choice to be naturally resistant to the damage type you deal.
it's optional, it's extra, it doesn't require that everybody has equal stats for balance because it is extra.
it might make the game easier for some, but it wont make the game any harder for others. -
Quote:read up I already answered that.If you want to insert "common sense" into how powers work and whether a character should be as damaged by opponent's powers that have the same damage type - why stop there?
Wouldn't the same "common sense" mean that a character's powers would damage your team mates (the ice blaster isn't resistent to fire, for example) and NPCs caught in an AoE blast? I know that when I first started playing the game over six years ago, I worried about catching the poor civilian having her purse snatched in my Fire or Energy blasts. "Common Sense" would have dictated that she be injured if I aimed it wrong and she got caught in the splash of the power.
And as others, PCs can build that resistence (as an option) by using IOs to represent the resistence to fire, energy, etc., to differing degrees depending upon which IOs can be used in the character's powers and how much the player wants to spend.
So, I like the current way the game answers your dilemma, because otherwise, if carried to its logical extent, I would have to start worrying about my AoEs catching NPCs and other players. (This thought reoccurred to me last night while on a Sister Psyche TF with 2 other Fire blasting characters, for a total of 3 fireballs and fire breaths going off in each spawn, even the ones with hostages in the middle.) -
without sets genious.. i'm tired of people getting sly on this foruma dn thinkign they are smart and thought of somethign I didn;t when if they would have read the posts so far they would have seen I'm trying to Give Auto Power set bonuses NO SETS REQUIRED.
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ok, fine you've made your point..
but there are certain super heros/villains that are elementals as you call them, if it comes down to raw ability to make a character sensible, maybe it should be an optional choice that you can take for free at any level with a resistance slider that can give you upto 20%
as for 100%; 90 is cap for tanks/brutes, 75 for everyone else, 20% is a big bonus already if you want to enhance it further you could probably get another 30% on it with sets.
basically it should be an option for characters. -
Quote:it is not, NOT supposed to make the game easy for everyone at every level, it's just supposed to give them res to their own damage type, cause it makes sense. also, maybe this effect should be strictly PVE.That's what they do now - at least that's the best strategy for a Blaster.
But you haven't really addressed the imbalance between the damage types as among the various enemies, especially at low levels. Hellion bosses do fire damage, Skull Bone Daddies do negative energy damage. What lowbie enemiy types do Radiation or Cold?
Your scheme would make starting a Fire Tank or Blaster way harder than starting an Ice Tank or Radiation Blaster or Defender. Not my idea of fun at all.
OP, is there any reason why to implement this other than some people might think it's a cool idea?
it shouldn't make squishies tank, thats not the goal here, the goal is for powers to make sense. if you are shooting fire off your body or even with equipment you should have some sort of resistance in place to keep yourself from being damaged.
I personally don't think of it as a cool/not cool idea, I think of it as common sense.
it will make some sets easier at certain levels, yes, but look at it now, already some sets are easier than others. all sets are not created equal. -
Quote:sigh you misunderstand.. sheesh who agroed this forum into rejection rage?.. as of right now, all archetypes go on all maps, with or without teams, JUST they may die more on certain maps than others. the same thing will happen with slight powerset based damage type res boosts.Since when??? My friend's fire tank goes to whatever map the mission is set for. My ice tank fights whatever mobs on the map. My WP brute fights whatever mobs on the map. In neary 7 years, I have never once heard a tank say they would not go on a map because the right element mobs weren't on the map. Total exaggeration you are making.Quote:So a stone tank should say "sorry, wrong type of mobs in that STF or ITF, I can't join it." A DA tank should say "sorry, can't join that LGTF, wrong type of mobs." Riiiiiiiiiiiiight....Quote:I mean, if you read, that for example, my corruptor's PRIMARY is ice, but my defender's SECONDARY is ice. How is they get the same resistance since one is primary and the other secondary? With AT modifiers, how does a blaster fit in? Don't they do more damage? Shouldn't their "ice" be better than a defenders, therefore, more res?
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Quote:that would work, it would be the same on corruptors, defenders ETC. what ever damage type you deal you automatically get 20% resist to that damage off the top.
while it would make more logical sense to have like a small 20% resist to the dmg type that you deal
makes sense they wouldn't be tank mages, even for doms and blasters (2 attack sets) you are talking a max of 2 stats with a res bonus, they will still be squishy elsewhere.
Quote:Agreed! People who wield guns should be immune to bullets! Just like real life!
Quote:It would also favor sets much more than others. Just how many rad using mobs are there compared to S/L mobs? Or ice vs. energy? How about my grav controller vs. a fire controller? Yes, mobs exist that use fire and ice and gravity (like LB wardens), but certain sets would see little benefit whereas others get a bonuses most of the time.
fair is fair, you are what you are, if you wanna use your advantage you'll have to stick to a map that uses that damage type (thats what maxes it a game)
Quote:And how do you balance? Should my ice/ corruptor get more res than my /ice def? There are both using ice blasts, so they should be the same? Where do ice blasters fit in?
ice ice would get 40% res to cold. ice fire would get 20% to both.
thats the balance.\
Quote:If you are going to use that logic then you would also have to cause all AoE attacks to hit other players in the radius as well. Would make teaming with a fire armor tank, brute, scrapper quite dangerous. -
I ended up asking myself a series of questions and found the answer remarkably laughable.
a fire blaster can wield fire right? yes
a fire blaster isn't hurt by their own fire correct? correct
fire is fire correct? yes, fire is always fire some may be hotter but still fire itself is pretty hot.
so.. then why do fire blasters trollers and dmoinators, defenders and other archytypes take fire damage just like every other squishy?
why do energy squishies take energy and negative damage just like everyother squishy?
ETC..
the answer is laughable
so why not give players a global resistance bonus (that goes up with their level) based on their power sets?
and shouldn't blasters and other ranged archs get high ranged def and res? -
Normal Pants, and sorry for the late reply.