Kyasubaru

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  1. The Arbiter costume is mostly doable, however the cape will be a problem. Arbiter capes are white/grey, but we can't currently color our Arachnos cape.

    There's also the problem of not being able to take off your helmet. Although as evidenced in Grandville, not all Arbiters are helmetless.

    If I'm remembering correctly, Arbiter coloring is pretty much just all white across the board.
  2. Quote:
    Originally Posted by Steelclaw View Post
    * Ice - Yes, all ponds and lakes will be frozen over! As an added bonus the ocean sections will also freeze close to shore. If that weren't enough you also get black ice! For those of you in warmer climes not familiar with black ice; it is practically invisible ice formed from puddles on the roads and sidewalks. You will need +perception powers/enhancements to detect it. Anyone moving over black ice at faster than a Walk will skid out of control. Normal run suffers knockdown. Sprint gets Knockback. Ninja Run also gets Knockback but they fall very acrobatically and land on their feet. Superspeedsters will act as though they jumped in a random direction falling down if they hit a horizontal surface first and becoming a smear on the face of any vertical surface they impact.
    Quote:
    Originally Posted by Samuel_Tow View Post
    Snow and maybe frozen water is as far as I'm willing to go, but I'm already sick and tired of Christmas decorations, and it's not even mid December yet. Enough with the "theme" nonsense, please.
    I would loooove to have the city turn snowy and icy for a month or so. That would be awesome to the max. To the x-treem maximum. Devs, make it happen(again).
  3. Awesome news about the redraw stuff.

    Just an idle question relevant to this thread: I notice on my melee characters that when activating various toggles, the weapons remain in my hand. But when activating clicks in the same powerset, the weapon indeed disappears. For instance on an /SR, when activating Focused Fighting, Focused Senses, or Evasion, the weapon remains visible at all times, while activating Practiced Brawler or Elude makes it disappear.

    So my question is: What is the difference between these powers, or why do the weapons disappear for clicks but remain visible for toggles? Is it a sword-through-the-head issue or something else?
  4. People saying stuff is overdone is overdone. Make what you want.
  5. Quote:
    Originally Posted by Schismatrix View Post
    Well, we did have all the water in Paragon City freeze over with ice one year. (This was before CoV was added.) That was great fun sliding all over, especially when attacking critters using KB powers. We played Hydra hockey all over Perez Park using Hydras as pucks. Then there was when a Dev started spawning all sorts of critters on the ice in Perez Park to great amusement. Don't recall if that last bit was on live or on test anymore, but it was as funny as hell.
    It's really too bad they don't do this anymore. I'd love to see PC frozen over during winter. I wonder why they stopped?
  6. Dark Armor also lets you turn into mist with Cloak of Darkness.

    If you want to be like Castlevania's Alucard, I'd definitely go with DB/Kat/BS and Dark Armor. If you go Scrapper you could pick from the Blaze Mastery pool for his fireballs, or if you go Brute you could get GW's PPP for dark blasts.

    As for pools, if you're specifically going for CV Alucard, I'd go jumping. Yeah, he can fly as mist or a bat, but in CV you spend the majority of your time running and jumping. As an alternative, you could go full-out concept and do stuff like get Hover and only use it when you have Cloak of Darkness on, and get Super Speed and only use it with a wolf-form costume slot. If you went this way, you could fill the jumping hole with judicious use of Ninja Run.

    Of course all of these suggestions relate to CV Alucard, whom you mentioned a lot in your first post. There's about a million other ways to make a vampire, so deciding and focusing on a particular kind of vampire is probably a good idea.
  7. Hey while you're at it, any chance we could get the white/grey "Arbiter" version of the Arachnos soldier cape?

    Oh an uh... How bout them helmetless soldiers?

    Just, you know. A gentle reminder.
  8. I'd love for things like street lamps, torches, and even vehicle headlights(which turn on at night) to be dynamic lights. But I'm not really holding my breath for it. All of this Ultra Mode stuff sounds mostly like post-processing effects and putting in lights for those things would require alterations to the maps themselves, which I can't see them taking the time to do for Paragon or the RI.

    I could maybe see them making Praet street lights and such dynamic from the start, though.
  9. That last picture looks pretty sweet. Very Justice-League-Watchtower-esque. I can certainly picture a bunch of superheroes sitting around that table discussing the fate of the world.
  10. It should also be noted that if you fall off a ledge while running, no different animation plays. Whereas if you're "normal" running and fall off a ledge, you'll go into a falling animation(looks like the end of the "normal" jump animation or sometimes an arms-flailing animation), but while Ninja Running you'll just.. keep running. In the air.

    Might want to take a look at that, too.

    EDIT: Oh, nevermind, it seems like there's a patch on test that deals with this particular issue.
  11. Quote:
    Originally Posted by Samuel_Tow View Post
    I've grabbed people's throats over a bad accent IN REAL LIFE.
    Overreacting much?

    While the most reasonable and truthful reason why people in movies use accents is because it draws the viewer in more and makes it seem more "authentic"(whether it really is or not), there are other ways to explain it. For instance, you seemed to simply dismiss the "dialects" aspect completely, but that could be a real reason.

    If I'm talking to someone from the country, or the northeast or the southwest, they could certainly be speaking my language down to the same slang, but they usually have an accent. (Of course it works the other way around, too - when I speak to them, they think I'm the one with the accent.) So in a movie where everyone's speaking French, perhaps they're speaking with an accent to denote other dialects or being from another part of the country. Whatever dialect the movie is projecting onto its viewers as English is not the same dialect being used by the majority of the cast.

    Or perhaps as others have said, it's the result of a magical(or technological) translation device that isn't perfect. In this case the non-existant device is somewhere between the cast's mouths and the viewer's ears. In other cases it is - on-screen - an actual device, as is the case in many sci-fi and fantasy films. Or for a more vague, abstract version of this, it could be that for the duration of the movie, the characters are actually speaking English for the benefit of the audience, and thus have the accents.

    As to the Rikti, indeed they cannot talk as they don't have mouths or vocal chords(anymore). The colon-separated talking most people associate with the Rikti is the result of a translation device that picks up their psychic forms of communication. My guess is it only aurally emits thoughts that the Rikti user is actively projecting, IE wanting to communicate to other people/Rikti. However - and this has been stated somewhere in-game, in one of the RWZ arcs I think - there have been multiple versions of these devices, each one better at translating to English than the last. And that includes approximating English slang.

    Your complaint about the "Nette: Sup" line assumes that the Rikti don't have any slang greetings. How do you know that what the Rikti projected wasn't exactly that in Rikti-ese? How do you know that the Rikti don't have a form of "sup" and aren't able to shorten names? Every language has its own slang, and to assume the Rikti don't strikes me as a bit foolish.

    Of course the stuff with the Rikti also brings up the question of why it seems like every single soldier, general to grunt, has the translators in the first place. But that's a different discussion.

    Oh, and I know it's already been said, but in AC2, the accents and lapses into Italian and Latin were indeed explained by a "laggy translator" in the animus device. There's a short, optional scene where Rebecca(the computer chick) mentions it to Desmond, and he tells her that yeah, he noticed it, but he's really liking the subtitles. I liked that scene.

    Even though I didn't have the subtitles turned on.
  12. Kyasubaru

    Custom T-shirts

    I'd still like a CoH version of FigurePrints.
  13. If anyone was planning on picking this up on Blu Ray and, like me, you like useless trinkets in "special edition" sets, Target is selling its own special version... Instead of just the discs in a box, they come in a plastic Enterprise replica, with the discs being housed in the saucer section. And it doesn't look bad either, it looks like a toy I'd pay 15 bucks for on its own.

    Just, you know. In case you haven't bought it yet and liked plastic replicas.
  14. Listen, all I know is this: if you're not Science origin, you'll never understand what Synapse went through. He's never going to forget that. Thanks for ruining his day.
  15. Quote:
    Originally Posted by Fourth_NA View Post
    My mistake.
    It's surprising how many people actually get that reference.
    I don't know what game that references, but I can't help but notice the abbreviation for that is SPANC.
  16. Quote:
    Originally Posted by Arcanaville View Post
    Being a mutant made him an antimatter generator. But being a technical wizard made him a superhero. In this case, Matt decided that the origin of "Positron's" abilities was technology. The origin of Raymond Keyes' powers was mutation, but those are not the core abilities of the superhero known as Positron. That's a reasonable interpretation given the limitations of the origin system.
    Not sure where you're getting Positron being a Mutant from. From the official website, Positron was a normal human being who developed a super-suit that used anti-matter as its power source. It wasn't until later that he suffered a lab accident(I'm pretty sure "lab accident" falls under Science, not Mutant) that gave him the ability to generate his own anti-matter from his body.
  17. Quote:
    Originally Posted by BackAlleyBrawler View Post
    To get Walk animations for out of combat, we needed 24 animations; 8 moves, for 3 different body types. Since it's out of combat we don't really need to worry about 'facing' ahead and most of these were modified versions of the walk forward animation, we could just rotate the character to have them walk towards the camera. For walk animations in combat, we need 8 animations per combat mode...roughly 64 animations. And they are significantly more work than modifying a single walk cycle to point it in different directions.

    Restricting powers from being used while Walking is purely about not having the various combat animations needed to support it. It wasn't about forcing the power to only work for RP...that's just all the power can do right now.

    When we have time to do those extra animations, then we'll no longer need the restrictions on Walk and combat.
    This argument doesn't really make much sense against making it suppress toggles instead of detoggling. You can still be attacked while walking, can't you? And assuming Walk could be made so that toggles only suppress but click powers(including all attacks) are still unusable, you'd still need to detoggle Walk to fight back.

    Making Walk "Only affecting self" or some variant would make it much more convenient for people who want to use the power whenever they want, like waiting around for a teammate or walking around in a dangerous area. As it is now, when a teammate comes back or if a mob starts attacking you not only have to detoggle Walk but also re-toggle all your other powers. If Walk only suppressed the toggles, you'd only need to detoggle Walk and you'd be instantly ready.

    I think the main thing you seem to be missing here is that in either case, you'd have to detoggle Walk. I think most of us aren't talking about fighting with Walk on, we understand that something like that will take a lot more animations and time to implement. What we're really asking for is the ability to fight immediately after turning Walk off. We're talking about not having to retoggle all our powers every single time we turn Walk off.

    In other words, with Walk toggled on, all toggles would be suppressed instead of turned off, and all click powers including all attacks would be unavailable. This sounds like the "Only affecting self" flag to me, but I guess I could be wrong. Even if it's not, I really think this kind of implementation is what most of us are wanting short-term, and it would certainly make Walk a much more convenient power to use whenever.
  18. The detoggling of other powers is understandable, but if you could find it in your hearts to make it slottable with End Reduction, I would be eternally grateful.
  19. Quote:
    Originally Posted by BackAlleyBrawler View Post
    None of those weapons have a grip long enough to work with Katana's animations.
    So, who do I have to bribe to get those stretched out a bit?

    And what kind of meat do they like?
  20. Quote:
    Originally Posted by BackAlleyBrawler View Post
    I made the Vanguard Katana available to Broadsword and Dual blades, the Broadsword available for Dual Blades, and the Blades available for Broadsword.

    Now that I think about it, that would only work in the MA.... I forgot about there being powerset restrictions on players being able to unlock those custom weapons with Vanguard merits.

    Look for that to be working with player characters Soon(tm).

    Any chance we could get a little more parity for Katana users in this area? Like, for instance, the Longsword, Flamberge, and Scimitar options? Kat's weapon choices are pretty limited right now compared to BS and DB.
  21. Kyasubaru

    Another MMO?

    This thread makes me want to try out LOTRO again. I tried the trial about a year or so ago and liked it, though I ended up playing with the music system more than the combat system.

    Maybe when that Mirkwood thing comes out, I'll give it another go.
  22. Hey while we're on the subject, what's the status on helmetless soldiers?
  23. I love the walks, the only thing I'd change is to allow jumping with it. I understand not allowing full-on Super Jump, that's not something I'd want. I'm talking base jump height at most, perhaps even less than that, like a small hop.
  24. Quote:
    Originally Posted by Zombie Man View Post
    You get five minutes before foes spawn. One minute for the banners to spawn, then the 20 minute countdown starts. Then at 16:00, the foes spawn.





    I just added to the Wiki:
    Defeating the Giant Monster will grant 2 Merits and a Reward Table for a choice of Temporary Powers (see Powers below) or Medium Inspiration. Any player who has done any amount of damage to the Giant Monster and is nearby when it is defeated will get the rewards; there is no requirement to do 10% or 25% of damage. Thus, there is no need to rush to kill the Giant Monster. Players can wait until everyone in the zone gets to the GM before trying to defeat it without losing out on any rewards.
    Basically, the GM is using the Hamidon method of determining who gets a reward.
    You may only need to do any amount of damage to get the merits and reward table, but you still need to do the 10%(or whatever) damage to get the associated badge. Earlier, I participated in an apocalypse event solo and helped fight the GM. I indeed got the merits and reward table, but did not receive the badge. Later when I fought him as part of a team, I got the merits, the reward table, and the badge.

    And this isn't a case of not being able to get the GM badge without first getting all four banner badges -- on another character I teamed up and got only 3 of the four banner badges, then fought the GM and got his badge. I then later got the last banner badge in another round along with the accolade.