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Quote:And I thought it was because, like me, you'd probably seen the full version of some of those picsI like how you thought it was an anti-furry comment. If I hated furries for no reason, I wouldn't play Sonic games.
I said please don't because they look horrible. Most of those look like Barney characters with teeth. -
Just to clarify, I take no credit for that shark anthro drawing. It was just a pic I came across that I liked and added it to my collection of pics that I may one day use as inspiration/reference.
But as for anthros in general, I think it all comes down to style really and what the artist is attempting to convey. Is the anthro suppose to be cute? Cool? Sexy? Scary? Realistic? Comedic? It's hard to catch everything with one depiction, although that shark man image feels like it pulls off cool (thanks to the scars), scary (because its a ****ing shark and the eyes and facial expression) and sexy (sleek frame and muscles) but that's more opinion.
With the old beast heads, I'd imagine the artist was aiming for monsterous (that's what category they're in), scary (some are) and grotesque (again, some are). I applaud those heads and they certainly work if that is what you're going for. The new heads tend to be more realistic and cute (if you're a fan of animals).
Problem though is, me personally, I don't do cute werewolves so can't use the new wolf head. The kind of wolf I'd like?
Sort of similar to the old wolf monsterous face. It looks scary (eyes, teeth, expression), cool (because its a wolf...a wolf that will eat your face by just looking at it) and sorta sexy because...well, I just like scary things that don't look maggot puke ugly and that danger adds a special sort of element to them (kinda sorta how some people would think a sleek car is sexy)...The new wolf face doesn't hit any of those points (especially not scary). The old face though? It gives me the heebee jeebees when I see my Claws/EA brute, Cerberus Wolfe's, doppleganger rush at me in tip missions...I mean, it half way makes me jump out of my chair when he just pops up behind me all big, scary and red with big white fangs ready to rip my throat out.
Sooo, back to the shark and any other animal piece, I think the artist should have a certain goal in mind when thinking up new animal pieces. Personally, it should look scary (I don't make animal characters with teeth just for them *not* to show how big, pointy and numerous their teeth are) and cool (having no nose isn't cool, that's just ugly...having a scrunched up face also isn't cool). And the main reason I think that should be the artist's point is because the faces are static...they don't move and their mouths don't open so a face of 'action' should be the aim (since you don't do much else in the game). If the artist can hit just those two points but also hit realism at the same time, that'd be a bonus.
And as for avians (birds), it's all about the plumage. Exaggerate the hell out of that plumage, almost like it's hair, and you help capture that coolness element, at least to me. I like the current bird heads but they look rather bald where ruffled up feathers would look like they're engaged in some sort of action and look cool. Also, don't skimp on the neck! OMG, give the birds necks rather than attaching their skulls to the shoulder with a layer of skin to keep it attached. Just like the cat pieces, it's not hard to get fierce down with realism...the 'wing' hands are another matter though...can't really find a pic with the right elements I'm thinking of.
...I apologize for that tangent -
Quote:Reading comprehension?Solid water?! Don't we already have that? It's called Ice Blast.
I said solid-ish form like a stream similar to the waterfall cape vs an ambiguous stream of particles like the mist look in the Fire extinguishers or Coralax's Wave of Cold attacks. -
PS: I'm starting to think 20 stacks is entirely too many. You'd probably be better to readjust the effects after cutting the stacks down to 10 or heck, maybe even 5.
Cutting it down to 5, you can rebalance the effects around that and readjust how many stacks the powers grant; 1 stack from Analyze, a % chance for 1 from Acumen (but for 60 seconds), 1 + % chance of 1 more in Unnerve, 1 (for 60 seconds) in Commanding Shout, 2 (for 60 seconds) in Insight, and 1 for 30sec + 1 for 60sec in Jump Start. That actually gives you a chance, before the lvl 30s to actually get the majority out of the set's extras (most ATs won't get enough powers by 28 to support 20 stacks).
Also, like the idea of adding some smaller slottable effects to some of the powers to help out with IO and alpha slot advantages. And the idea to put some stealth (no translucence) in Insight... -
Quote:The filters would mainly occur with the clicks (so Unnerve and Jump Start which is on a long recharge). The toggles would be 1 time things upon first activating them which would most likely occur before a battle so I wouldn't expect players to throw a hissy fit about the filters on those.I like the idea of changing the overall color of the target of the abilities, but I think players would get annoyed will full screen color filtering.
I think a combination of the altering the colors of either foes or allies (briefly for allies), some visual cues or sticky graphics for persistent effects like the toggles, possibly the formula graphics (or even the pose) from /e calculate, and the little symbols from Psychic Blast hit effects sets could create a base for interesting visuals.
Didn't talk about animations so those are still could use brainstorming. But I'd actually be against formula graphics and the mixed symbols from Psychic Blast. That seems like you're trying too hard to make this seem like *BRAIN POWER!!1*...it'd be like putting floating clock faces into Time Manipulation.
The thought behind my suggested visuals is it's suppose to represent a more abstract honing in on details, emphasizing the important (your allies) and one way to emphasize something is to 'de-emphasize' others. Not that the user of these types of abilities would be tossing aside details, but it's a visual technique that accomplishes the same thing.
Anyway, the concept of the powers isn't *actually* the ability to change the color/saturation of things around them (although if a player wanted to use that concept...) but a visual representation of focusing on important information. And not only would it be unique, the actual visuals would be subtle enough to sell these powers as separate abilities and striking enough to be aesthetically entertaining. -
Quote:When I made the comment, it was mainly because the powers descriptions really didn't mention what they'd look like and the premise wouldn't allow for any interesting visuals unless you *try*.
It could be less visually interesting than other sets, but that could be avoided with the right animations and GFX.
If I were thinking up visuals, I might go the route of a concept character I have whose powers I dubbed the 'Soul Spectrum'. His powers are basically moral related, able to drown out the enthusiasm from his enemy as well as bolster his own to the point he can do seemingly impossible things. And his power manifests through hue intensity more-so than actual color-hue.
So when he lowers the moral of things, those things seem to have a washed look to them, possibly even being reduced to a black/white/gray or sepia look while things with boosted moral have intense and sharp hues that make them stand out from the gray and drab surroundings.
Relating that to your suggestion:
Evade: Upon activation, pass the environment through a sepia filter (like flashback missions) except for those affected by this power (so they'll still look colorful). After a few seconds, the filter fades, returning the background to its proper color while having a sort of (color tintable) flash behind the affected's feet.
Analyze: Flush the target's color to black/white/gray as a targeting reticle (color tintable) is shown over the target that disappears after a couple seconds. The target's color fills back in, starting from their feet all the way up to their head which is when the effect expires.
Advantage: The color of your allies bleeds out to their immediate placement for a couple of seconds upon activating this power. The brightness of the characters is enhanced but slowly fades back to normal leaving a (color tintable) flashing behind the affected's body/arms.
Acumen: Doesn't say the duration so not sure if this will be a persistent effect that needs to be kept hidden or should have an indicative visual so one can tell if the effect is there or not. I'd probably do the reverse of Analyze, brighten the character's look that slowly drops down. Starting at the head, their brightness will return to normal, then the body and finally feet.
Unnerve: Pass the environment through the sepia filter again. Only characters affected by the set's buffs will look normal. The filter fades after 5 or so seconds but leaves the affected targets all brown and non-colorful. Have (color tintable) debuff rings (like the ones you get when you debuff someone's speed) around their feet and hands during the effect.
Commanding Shout: Upon activating the power have your colors bleed like Advantage but only on self then quickly return to normal. Every ally gets a (color tintable) flash behind their characters then a breakfree-esque glow behind their head.
Precision: Combination of Advantage's and Evade's visual; environment is set to black/white/gray while your allies' brightened colors bleed around them for a few seconds before fading and leaving a (color tintable) flashing aura behind their head.
Insight: Probably the same as Reveal would be fine. I like the look of that power...but make the grid/circle thingies color tintable.
Jump Start: Pass everything through the black/white/gray filter (even the allies affected by your other buffs) for 5 seconds while the target of this power is has brightened colors + a (color tintable) bright aura that stretch from their form and engulfs the surroundings, returning them to previous look. The targets whole body is lit up by a bigger aura that pulses slowly. -
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No!
Yes.
Visually boring!
Unique and interesting. -
Quote:Lol that's just ridiculous. I like PR Samurai but yeah, that sword is just goofy.
If we're going realistic though, the shark teeth straight sword is a style of sword I wanted to practice with when I studied kung fu but never got around to it.
Link.
And if we're going with shark costume pieces, I will not rest until we have something that looks like this.
And I sorta liked Mako as he was. If he looked like that!?
*swoon* -
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Quote:And here I thought that was common sense...Most people will burn out on any game eventually. What boggles me is that some people seem to think this means the game is flawed in some critical way. It's not. It's normal. I'm not saying there are no flaws in the game, just that tiring of the game simply will happen for most people. Some can keep at it indefinitely, others' attentions will eventually wander elsewhere. This happens with every game. There's no need to look for flaws in the game to blame it on because there's nothing to "blame".
That aside, I know I rarely burn out on a character because if I'm really starting to like a character, getting into them and having fun, I put them aside...leave myself wanting more so I'll *itch* to eventually get around to that character again...I'll itch to play practically all my characters, that's just how I rotate them.
If I start burning out on the game, I'll stop playing. It's easy for me to burn out on the game. I'll start a mission and get bored in 15 min so log out...then log back in an hour later and play some more.
Anyways, I'll just keep doing what I'm doing and suggest things to add to the game that would be fun. -
The only way it'd become a tier 9 costume set is if the set had corresponding weapons like a shark gun, shark bow, shark pistols, shark axe...
Although I wouldn't mind a sharktooth sword.
And something I came across while looking for that...a shark-shaped sword.
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Nope, we don't.
As long as we have a solid-ish 'form' rather than ambiguous particles that come with a visual splash effect, it'd be perfectly convincing in this game world as water since no water effects currently refract...it'd be like expecting the water blasts to be reflective before we had ultra-mode...it'd look odd for one thing to have such an effect and not everything. -
Quote:You're so wise and cool, Agent White, I just want to huggle you for the size of your wisdomI just go by what I think needs more support at the time, like say I'm missing a lot with an attack so I'll add a slot for accuracy or if I feel I'm sucking wind too fast I'll slot for an endredux or if I want something up faster then recharge, etc. And I'll tend to lean slots onto powers I feel are key, like if I find I -really- need that self heal up and doing it's money's worth or something like Frozen Rain where I want it up as often as possible
*hugs*
I tend to agree. I don't often slot my powers with enhancements until I get to SO lvls. Before then, I just slot whatever drops. After that, I tend to put slots into what feels is lacking (or what can be improved more) when slotting is relevant (that is, if I feel a power needs to come up sooner, I put slots in it and enhance for recharge, if endurance is a problem, same thing, etc.).
But if as I lvl up, I tend not to use new powers unless they make a difference and even if they do, only when I have the endurance/time to spare, that is until I get slots into that power. But the game, to me, is always a balancing act of 'should I and can I use this power?' depending on circumstance and slotting. Sometimes powers just aren't ready to take full advantage of and other times its *OMG whip it out!!!* even if it's not ready or fully slotted.
That said, I tend to evenly slot things, filling out attacks as evenly as possible until they reach their desired limits (some powers I only expect to devote 4 slots to, some I want to 6 slot) mainly for exempting purposes. -
Quote:Will point out this. We need this horribly bad.It'd be neat to see a new supergroup (not faction or army) introduced on a more frequent level. 5 or 6 or whatever superpowered beings. Add them in and make an arc or tf or trial where you see something fresh, new and exciting.
I love the Shining Stars. They aren't all that strong, but they fit right in with my rookie hero that's just starting out as a 'named' superhero of Paragon. Enjoyed the bad guys in Dr. Graves group. Killing the Civic Squad (or at least the 6 that showed up on my mission) solo without much trouble kinda made me feel like a Magneto-esque supervillain.
Coming from a player that usually doesn't socialize much so don't actually stick to one server and therefore isn't invested in any sort of Super/Villain group, I think we need more NPC groups like those that ask for our help/we have to take down. This should be a more common occurrence than sprinkled lightly over various levels of content. I should be able to 'join' an Avengers-esque group where I'm joining a small collection of heroes to take down a big threat or be tasked with bringing in (or killing) a league of X-Men. Because joining a team doesn't feel like this at all (it should but it doesn't) so...yeah. Do that more balanced as a solo mission that somehow ramps up if you have a team. -
Quote:Well how about linked character slots?
To the OP:
Super Respecs: No
Character Reboot - I don't care and wouldn't use it.
I try to make a point of this in threads like this I see as I don't see any downfall to the suggestion.
Basically, let a player have a character slot like normal, with a name, origin, AT, powers then level in the game, incarnates and contact list...then let a player pick another slot and link it to the first. The things that should be linked are name, badges, inf and salvaged but they'd have everything else separate including levels, origin, powers, AT, etc.
My premise is, I have characters with powers. Sometimes they have more powers or combos of powers than what is available for one character (like an elementalist and sorceress who can control elements and weather....can't make a fire/ice/storm/lightning/wind/water corruptor, but I can break that down into multiple characters). We'd just need to decide on how the switch would occur. Obviously, it'd be something a bit more restrictive than just swapping a build.
Anyway, yeah I already 'side-roll' characters like this...most of my reoccurring characters have at least 2-3 side-alts that is basically the same character/backstory but just (some) different powers. The problem with this is...there is an even bigger lack of identity (I feel this game does lack a means to identify the avatar as linked to the player unlike other games that aren't as alt-happy) since you have to come up with different names for each as well as restarting the whole game over...one is enough, IMO.
TL;DR
Linked Character Slots:
-Shared- Character Name
- Badges
- Accolade Powers
- Alignment
- Inf, Salvage
-Not Shared- Origin
- Archetype
- Powers
- Level
- Contacts
- Incarnate Powers
- Temporary Powers
- Costume
- Physical character slot on server select screen
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Funny how awesome Water is...it fits with a few of the sets thematically which can't be said for many of the other blast sets.
I'll be side-rolling my Fire/Storm corruptor as a Water/Storm and side-rolling her brother, a Plant/Thorn dom into a Plant/Nature dom. I have no plans on Biotic Armor except I'm going to make 2 characters eventually...a Tanker (because I need more Tankers) and a Stalker. Problem is I don't know what to pair with them. -
Quote:You're a vain one, are you? I wasn't even replying to you, just making an observation. I could have skimmed through and quoted the other 2 posts that had a similar flavor but I don't think it's necessary (and you'd still feel attacked regardless).If you're going to reply to someone it helps to read their post first, as my original comment made all these points very clear.
All in all, it doesn't change what I'm observing. Cimerora? Shadow Shard? Yeah, those are 'zones' too and they're deserted, barely utilized and some people even dislike them. But the way you try and defend your statement doesn't make me feel you're any more reasonable, just more a whiny git that doesn't know what he wants. -
I played the hero arcs on a 'rookie' young hero and the villain arcs on an infamous rogue with background ties to the well and incarnates. They seemed to work just fine for them. Did the cast of heroes feel mis-played? Nope. Did my rogue feel railroaded or misrepresented with his involvement? Not particularly more than any other content. Everything did feel a tad rushed though but all in all, it was fine. Not great (although there were some great parts in there) but not bad.
It's no Bioware but certainly a cut above most other content in the game...or maybe because it fit the characters I played them with quite good, which is all that I'd ever expect from this game. Some arcs will run better with some types of character types and not others.
I'll still repeat them, most likely for the rewards but skip over the story for other characters. -
I focus on those because you deliberately ignore villain involvement which are most likely motivated by villainous intentions.
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Quote:Which makes me believe the playerbase doesn't know what the heck they want. Moonbase? Underwater zone? Wilderness/Jurassic zone? Yeah, that's not Paragon City, so no, you're not going to get those.GR's problem is the same problem CoV had, which they should have figured out at some point- people like playing heroes and they like the setting of Paragon City. Any big 'new' release should've incorporated that reality instead of trying to impose its own.
Stay in Paragon City. -
Quote:I wouldn't equate the Rogue Isles to 'and her allies', even the likes of cold-war Russia...but that's just me...not even in the same ballpark. But it's grand how you'll completely ignore one of the driving forces behind the foes that oppose him. Surrendering could as likely be imprisonment under America as it could be death by the Rogue Isles.Where did I say he was fighting America. I implied he could compare his situation to WWII where Japan fought "America AND her allies" a correct statement.
Even if I had said that Cole was fighting "America and her allies" What's the problem? You acknowledge that one can legitimately say Cole is fighting a coalition of 2 nations. What 2 nations are those? Unless you are playing a different game aren't these two Nations "America and The Rouge Isles." or put another way "America and her allies" -
Quote:Holditholdit HOLD IT!....It occurred to me as I wrote my last post that unless Emperor Cole was an idiot he must have studied the history of his opponents to see how they fought and to learn how they waged war. That history would have shown him exactly what fate awaited the last Emporer who fought against and was defeated by America and her allies.
Now when was it established that Cole is fighting 'America'?
I'd have sworn he's fighting a coalition from chaotic mirror dimension of his own filled with crime, war, destruction and trans-dimensional chaos...or at the least, 2 nations, one of which is ruled by a villain. -
Quote:And yet, as a level 50+, you can gain none of the powers for that new set and being the final incarnate slot, there are no slots left to put in those powers if you could get them in the first placeThis just in, the Omega slot will let us chose a secondary primary.
Well one can dream ;P