Lothic

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  1. Quote:
    Originally Posted by SirFrederick View Post
    Looks that say "Why are you wearing a goth girl with booty shorts and Aerosmith hair?"
    "a goth girl with booty shorts and Aerosmith hair"? Really?

    Please people... Desdemona is obviously a skillful yet not-so-subtle homage to Bettie Page.

  2. Ah... the great mystery of who gets to be in a closed beta for this game.

    While I can see that just being a 63 month Vet should add points towards getting picked for a closed beta I don't think the Devs should ever be forced into thinking that long time Vets are -entitled- to be in them on that basis alone. The Devs decided to allow all 60 month Vets to join the GR closed beta. That's a decision they made for that one beta. That's not a requirement they must observe for -any- closed beta.

    I've had the good fortune to be in many of the closed betas for this game. Not all of them, but many. I've stopped trying to figure out the "system" behind who gets in or not. Basically when I get invited I do my best to test things. When I don't get invited I don't. Worrying about it beyond that is pretty pointless...
  3. I like that this game is mindful of trying to keep returning players as happy as possible as far as maintaining their names are concerned. But I'd have to agree that 5+ years exceeds any and all reasonable allowances this game should ever be accounting for in this situation.

    I favor a staggered approach of releasing names based on level and time exceeding 5 years. Basically it's a variation of Backhand's idea, but shifted upward to start at the 5 year mark:

    5 years inactive account - name purge of all characters level 10 and below
    6 years inactive account - name purge of all characters level 25 and below
    7 years inactive account - name purge of all characters level 35 and below
    8+ years inactive account - name purge of all characters level 49 and below

    I think something like this is a reasonable compromise between all points of view here.
  4. I'm sure they'd love to be able to have Going Rogue on the shelves in time for the holiday shopping season. But I agree that'd probably take a miracle of some kind (no pun intended).

    Predicting GR to go live around the first of February is probably a reasonable estimate at this point based on what we know about the loyalty program that's been announced. If we can assume they'll handle this expansion like they handled CoV then we can expect I17 to coincide with the release of GR the same way I6 was linked to CoV.
  5. Quote:
    Originally Posted by Zekiran_Immortal View Post
    Tails ... I wish. I don't know whether to hold my breath and expect something cool with the upcoming Natural booster, having been told that there will be something tail-ish involved (or ... words to that effect, I was told I'd be happy...) so, maybe. But I don't know how they'd be animated unless they took the existing tails and gave them a specific animation.
    I have wanted animated tails in this game pretty much since Day One.

    But I sincerely hope that if/when they ever offer them they will not remove/change the existing static tails AT ALL. The Devs have a very bad habit of replacing costume items with new versions regardless if people have been using the old versions of things for years or not. The Devs should only ever ADD new items like this, not replace.

    Like I said I'd love to have new animated tails added to this game. But I'm quite sure there are many people who like the current tails and would not like to see them removed. If animated tails existed then there would be a legitimately perfect reason why static tails should -also- exist: people could then have "real" live tails or "fake" costume tails. People would actually have a choice which kind of tail to have, and having more choices is always better.
  6. Ewww.

    As a software engineer IRL I can understand the limitations imposed by arbitrary restrictions like this, but it doesn't make me like them. I can only assume hardwiring 18 "nodes" for this probably made things easier to throw together back when they were trying to get it all working years ago. But obviously that limitation has now come back to bite them. Theoretically there's nothing magical about the number 18 size-wise other than that's what somebody assumed would be enough at the time. A better designed system probably wouldn't have to have a built-in limit like that at all.

    Hopefully they get the opportunity to reorganize the system so that they won't be forced to live under a restriction like that. Maybe that's the kind of thing they are working on for the Going Rogue expansion. I for one have always been a fan of the idea of being able to have tails and belts at the same time.
  7. Quote:
    Originally Posted by Deep_T View Post
    I heard there is story line where a villain character can go over to the hero side. Is this true? If so, where do you begin and what level do you have to be? I have a few villain characters, but I really like the "hero side" much more then the villain side.
    Yeah your information on this is very, very old. Years ago when the Devs first hinted at allowing Crossovers I think they mentioned they were going to implement it like a very hard TF/SF that you'd have to complete. As a "reward" for completing it you'd be allowed to switch sides in some form or fashion.

    Now that this whole thing has been reorganized under the Going Rogue expansion it's hard to say exactly what they will require people to do. There still might be a series of steps, but what they might be no one knows yet.
  8. Again I think the OP has a point that the "Ten times the Victor" badge probably shouldn't be considered an accolade anymore. I'd even agree with the idea that the 1-9 badges could be removed from the game completely. None of the major badge tracking sites ever tracked those badges as "real" badges anyway.

    But once again I don't think there's a majorly pressing need to make these changes. As far as "things the Devs need to fix for badges" go I'd actually rate finally getting artwork for the Rescuer, Clothes Horse, Fashionable and Ostentatious badges far more important than tinkering with these Victor badges.
  9. Quote:
    Originally Posted by The_Alt_oholic View Post
    I serious doubt that the DEVs intended for characters to be parking online unattended in order to gain badges
    I seriously doubt the Devs would have let AFK badging continue for years if they actually cared about it one way or the other.
  10. Quote:
    Originally Posted by Ironblade View Post
    No, a thousand times no. People keep making these bogus claims.
    We DON'T need the ability to strafe, turn or go backwards.
    We DON'T need to transition to power animations.

    The flypose emote is just that, an EMOTE. If you turn, strafe, activate a power, whatever, it interrupts the emote. Walking could work the same way and it would be entirely sufficient.
    Quote:
    Originally Posted by Dedlok View Post
    You may not, but you don't represent everyone. And BABs is the one that would have to put it in for us and if he and the rest of the staff doesn't want it in without that stuff, guess what? Personally I think it would be half-@$$ed if it didn't include the turning, strafing, and walking backwards animations.

    And it's not a bogus claim if it came from the devs themselves.
    I'll add a little more fuel to this fire...

    Turns out after playing the CO beta for a few hours over the weekend I realized that they implemented a Walk capability in that game which worked pretty much EXACTLY the way Ironblade and I have been suggesting for CoX.

    As long as you walk forward it gives a nice walk animation but as soon as you move in any other direction it looks like a slow motion run, which while not being perfectly ideal is in fact ABSOUTELY acceptable for the intents and purposes anyone would ever use a Walk in this game for.

    For BAB's sake I'd suggest he take a look at what they did with it in CO and realize we don't need a super-duper fancy version of this with dozens of its own animations/transitions.
  11. This is exactly why I offered my hybrid Walk power suggestion in this thread yesterday.

    They could copy the Sprint power and do two relatively simple things to it:
    1) They could change the speed so that we would move slower than normal instead of faster.
    2) They could change ONLY the forward non-combat movement animation to the NPC walk animation.

    The net effect of this would be a Walk power that would look fine while walking forward and not in combat. I would gladly accept this power looking a bit silly in ANY other situation because the chance that I'd want to use Walk in ANY other situation is pretty much nil. BAB wouldn't have to change or newly create any transitional animation related to this new power at all. It would simply use all the defaults that Sprint uses now.

    A Walk power, using this scheme, would be 100% cut-n-paste from elements of other preexisting powers and animations. Based on that it should be almost trivial to implement it this way.
  12. Quote:
    Originally Posted by Fleeting_Whisper View Post
    Actually, to be honest, Robotics, Mercenaries, and Thugs (the ranged primaries) tend to work better than Necromancy and Ninjas (the melee primaries) for letting your pets run around on the Bodyguard leash. Ninjas have a tendency to zip around at high speed and accidentally aggro a second spawn, while robots will happily roast your enemies where they stand.

    The one problem when leaving henchmen on Bodyguard is when the enemies are suffering from a lot of hard controls (eg, you're teamed with a Dominator), no attacks are flying towards you or your pets, not even splash damage, and so your henchies stop doing anything. And in that case, you can just set a few of them to Aggressive stance; and since you're doing it because you're not being attacked anyway, you're probably still going to be just as safe.
    Well I think you basically illustrated -my- point that while you can kind of, sort of play MMs without having to manually control them all the time you'd effectively be playing the AT with one hand tied behind your back. You -could- do that, but why would you really want to?

    I have absolutely no problem with having different powersets with different schemes for "controlling" their pets. I don't think Controller types need or should have MM type controls (especially if that would necessitate major nerfages to compensate). I think people like the OP who "wonder why" Imps can't be manually controlled aren't really seeing the big picture. If they don't like those control schemes they shouldn't play with those powersets, the same way I don't really like MMs so I don't play with them.
  13. It sadly amazes me when Devs get the idea that they can justifiably remove or replace things like these powers, even if they have hard data to show that these things aren't being used by many people. To my mind as long as even -one- person is using a power like this it ought to retained.

    If the Devs discover a legitimate problem with something then sure it ought to be fixed or dealt with. But if something doesn't truly NEED to be replaced then there should always be an effort to provide new alternative choices instead. Clearly it didn't break the game to have 5 powers in those pools instead of 4. I just wonder why that wasn't the -first- thing they thought to do address this situation.

    Hopefully they will be more mindful of this in other similar situations (like costume items).
  14. Lothic

    New flight forms

    Quote:
    Originally Posted by Sardan View Post
    Sorry for the vague thread title; I was stumped how to summarize this. Basically this isn't a request for new travel powers (although those would be fun!), but rather new animations and costume options that would apply to flight.
    I love these suggestions.
    I also loved these suggestions the couple of thousand other times I've seen them come up over the years too.

    At least you included a cool picture with your post...
  15. Well I just love the irony that if our Devs hadn't tried to "save our collective gaming souls" by nerfing those body parts for us then no one would likely ever mention them in these forums. They'd be taken as a given of human anatomy and no one would think twice about it.

    As it is now there's always going to be someone like The_Norm to keep that pot of silliness stirring.
  16. Quote:
    Originally Posted by Gr33n View Post
    yep... I dont think CoH has anythign to worry about outside of the first month... Im affraid CO will go the wya of AA, TR, MxO...

    Only thing i saw in that game that i really really loved was the neck scarf available for male toon...

    I am excited for the future of CoH... I love this game, I love the people who play with the exception of Bedanks.... you know who you are... :P
    It'd be funny if in a couple of years we look back at all this and say Cryptic would have been better off if they had just developed a better costume creator for CoX and sold it to Paragon Studios.
  17. Quote:
    Originally Posted by The_Norm View Post
    Does no one remember the great nipple nerf of '04?
    I do. And I just mentioned the related skintone color nerf that went with it in the post just above yours.
    Did you have a point beyond that?
  18. Eh I'm not really nitpicking the new I16 character creator directly.
    I'd like a way to get access to a full range of RGB colors regardless.

    Turns out there was a time when we could apply true skintone colors to costume items. But that was changed in one of the very first patches to CoH just weeks after the game launched back in 2004. The ability to do that again was "leaked" out during the beta that gave us the costume save/load feature, but that was quickly nerfed long before the Issue went live. No matter what happens with this color situation I doubt the Devs will ever allow skintones on items that enable nudity again.

    I think there are many valid reasons why we should be able to have access to RGB colors that have nothing to do with questionable uses like nudity. I think there are ways to prevent the bad uses and allow the good uses happen. The Devs have shown us that Power Customization is possible so maybe better access to colors in general will be too.
  19. Quote:
    Originally Posted by Lothic View Post
    Basically if the game ever allowed people to create "nude costumes" in some way, shape, or form then somebody is going to try it regardless of how long they've been playing. The answer to allowing people more reasonable access to the RGB spectrum is not arbitrary Vet gating but instead having the Devs go in and do some conditional filtering on the range of colors that would actually be considered questionable. Out of all the possible colors the RGB scheme can create the range of obvious "skin" colors has to be a relatively small subset of those. If the game was able to reject any attempt to input an RGB value in that restricted subset then it could potentially allow any other valid RGB color.

    This would probably not be as trivial as it sounds to implement, but it would be the only fair way to do it. With the naughty skin colors directly prevented then anyone could use any legal color they wanted at any time.
    Quote:
    Originally Posted by Retrogression View Post
    Unfortunately skin colors are a wide range. And, you can make "nude" blue skinned or green skinned folks as well. What about only filtering the color numbers when placed on tights/body parts? Any color should be fine for trenchcoats, pleated skirts, or highly textured areas like armor, for example...
    Well theoretically you can almost make "nude" blue skinned or green skinned people now. My guess is that our Devs would have less trouble with a non-human skintoned nude character than they would with a human skintoned one.

    As I said filtering RGB color ranges would not be trivial, but your idea of also accounting for whether costume items are foundation "skin tight" ones or more top layer oriented is a good one. For instance it might be a little weird but why would flesh colored shoulder pads or belts actually be considered naughty?

    Another thing accounting for costume item type would allow are things like flesh colored tails, wings and horns. Why should me being able to have a flesh colored tail be considered bad?

    Perhaps a combination of RGB skintone filtering and flagging all costume items with a "skin" flag that would either let them be any color or restricted to non-skin tone colors would be the best total solution.
  20. I've used the Science Pack on several characters so far. Mostly to "fix" their heights.

    The most extreme thing I've done so far involves a teenaged tech-origin electric Blaster who's a genius with all things technological. All of her "super powers" come from the gadgets and devices she invents for herself.

    I figured that a tech-nerd character like that would eventually build up her equipment enough to create a sort of Iron Man style battle suit she could get into to fight evil. So I switched one of her costume slots to the Huge body type and created a big 8 foot tall anime style mech robot. When I switch to that costume I basically play it that she's jumped into the battle suit for heavy duty villain battles.
  21. Quote:
    Originally Posted by Prof_Backfire View Post
    They're Paragon Studios, not the Department of Silly Walks.
    Looks like you came here looking for an argument.
  22. Quote:
    Originally Posted by AmazingMOO View Post
    Color choice is too limited: It seems like the primary reason for this is social rather than technical, since previous experiments have shown that the engine will support any RGB color tinting costume textures. I assume that the same is true of power textures. The limits imposed have been done so precisely for that reason, to limit the player's ability to make costumes that would be troublesome for support staff to deal with.

    I've always felt like this is rather a slight to the player community, but I've also seen horrible abuses come out of the costume creator anyway. New and uncommitted players do stupid things.

    My suggestion is to allow 2 year+ veterans the ability to access an 'advanced' color picker, with the option to type in RGB values directly. This would allow veterans who are a bit more protective of their accounts do to things like match the colors of the 'Wedding' tops to regular bottoms, and vice versa.
    I tend to agree with most of what you've said here, especially your suggestion for the better screen labels and the 'check name' feature. Some of your other points might be a bit too picky, but that could just be a consequence of your highly in-depth analysis of what you saw.

    My main comment (which has already been talked about) is the "allowing Vets access to the full RGB spectrum the game is capable of" issue. While I understand the spirit of trying to restrict the temptation of doing bad things I think gating it based on player Vet status would not only upset people with another "haves/haves not" situation but actually draw attention to the whole idea that people could do naughty things with colors. Why would advanced colors be restricted to 'mature' people unless there was something 'mature' you could do with them?

    Basically if the game ever allowed people to create "nude costumes" in some way, shape, or form then somebody is going to try it regardless of how long they've been playing. The answer to allowing people more reasonable access to the RGB spectrum is not arbitrary Vet gating but instead having the Devs go in and do some conditional filtering on the range of colors that would actually be considered questionable. Out of all the possible colors the RGB scheme can create the range of obvious "skin" colors has to be a relatively small subset of those. If the game was able to reject any attempt to input an RGB value in that restricted subset then it could potentially allow any other valid RGB color.

    This would probably not be as trivial as it sounds to implement, but it would be the only fair way to do it. With the naughty skin colors directly prevented then anyone could use any legal color they wanted at any time.
  23. Well first you have to remember the only reason some of those pools now have 5 powers is because a few Issues ago the Devs tried to replace some of the original 4 powers in those pools. People screamed so much bloody murder over it that instead of replacing those powers they ended up restoring the original powers -and- leaving the new powers in as well. The net effect was that we gained a few new choices. Fire Mastery didn't suffer from that switcheroo so that's why it still only has its 4 original powers.

    I wouldn't mind Fire Mastery getting a fifth power but since the Devs never technically intended for the other pools to have 5 powers my guess is that they aren't going to give Fire Mastery a new one out of the blue.
  24. Quote:
    Originally Posted by Steampunkette View Post
    Mine have always come not only on the day of the reward, but also around the time I paid for my account, as well. I once forgot to pay my account while at work and didn't get the chance to update it until 10pm that night. So now all my vet rewards apply some time near or after 10pm. But I have to log out and log back in to get them.

    -Rachel-
    After the Vet Awards were first introduced I got mine that way. But the most recent 5 or 6 I've gotten have been very spotty. I've had to petition for several of them for no apparent reason.

    I've been paying for my main account annually since before Vet Awards started so I know that's not the issue. Basically for me what used to work like clockwork is now a random roll of the dice.
  25. At this point the only "quick-n-dirty" way that they might be able to do this is along the lines of a new power that would be sort of the opposite of Sprint. Instead of increasing our base run speed it would reduce it.

    Of course that does nothing to address giving us appropriate walking animations. But maybe this new walk power could use the "NPC walk forward" animation while walking forward and default to the standard character animations (which would amount to "slow motion running") when moving in any other direction. Any other animation transitions would work just like they do now for Sprint.

    I admit that hybrid kind of 'Frankenstein' animation solution wouldn't be as cool as fully developed walk and it'd probably look silly if you're not walking forward, but as Ironblade said it'd be better than nothing.