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Posts
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Joined
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Bought and tested the Martial Arts pack last night and I am very impressed! The sonic vision goggles are too cool for words and Ninja Run has really made traveling through the alleyways and rooftops of the Rogue Isles a breeze!
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Quote:Douglas Adams probably deserves some thanks as well....Actually, as I recall, Gray gets all the thanks for this one as I think you picked the number that won the prize she donated
But I'll say your welcome anyway... Always happy to take credit for others hard work, I am...
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Quote:Another possible benefit is making multiple tankers on the same team more attractive by stacking the endurance drain.In that context, it would certainly inspire Tankers to take a more offensive approach early on. Given I have Dedicitis (I have basically one character that I play on ALL THE TIME), but when I occasionally try my hand at designing a new Tanker in Mids' (and play for about 3 hours before I lose interest) I give survivability optimum priority, sometimes relying on the Tier 1 attack well past level 10 (thank goodness for brawl and vet powers).
Your perspective and design philosophy may vary, but the reason I do this is because adding more attacks at those levels for better-sustained attack chains seems pointless since the fairly unnoticed benefit of Training enhancements for Endurance Reduction (or anything for that matter) and the lack of Stamina make for some serious downtime and drawn-out battles unless one of your power sets has an endurance management tool built in.
Again, not a critical problem but just trying to underline the possible benefits of Gauntlet as an endurance tool.
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Hey all, I just got the final version of the art piece that Foo was doing of my level 50 tanker, Crash MacTavish. I am so stoked about this so without further ado....
And here he is in game...
Thanks again Foo, you really did a great job!
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Quote:Fair enough but adding an endurance transfer effect to Gauntlet still seems like an elegant fix to both the tanker endurance issues and the utility of Gauntlet at all levels.While I agree Tankers could use a bit of work on end efficiency, I would say that's a general Tanker issue rather than one with Gauntlet. In other words, although Gauntlet could be used as a mechanism for alleviate end issues, it's not a problem that Gauntlet doesn't.
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Quote:Agreed! Pity that the graphical effects Gauntlet bug on test was a bug, eh?Having said that, Gauntlet is a pittance compared to Taunt (power), auras, and AoEs (higher target cap, damage/debuffs/etc for more threat) all trump it. If nothing else, I wish I knew which targets it hit. Having same graphical effect (no sound) as Taunt, for example, would be a nice QoL feature.
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I would like to see them add dual auras as a verteran reward.
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Back during the time of pitchforks and torches when they first added the fear effect to Burn; I suggested that the fear effect be kept but that an initial knockdown effect be added. Basically you activate burn and everything in range is knocked to the ground, hit with a fear effect and begins to take damage. You would get a couple more ticks or so of damage as the mobs attempt to get up before running off. I would also add in the fire pulse power effect (sans damage of course) from Combustion to the Burn power animation just for flavor.
Of course you could also lose the burn patch, keep the knockdown effect, keep the animation change suggested above and front load half or all of the damage and rename the power Backdraft.
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Tuter too...
No, it's not a bird impression, why do you ask?
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I'm in! Unfortunately I can't draw but I would be willing to do one the following for someone.
Create a costume
Write a bio/short story
Give a character a shiny new PSP paint job
As far as a trade off is concerned I would love to see someone try their hand at drawing my latest level 50 Storm Raven. I'll post some screen shots later this evening.
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The image that I capture using PrintScreen is darker than the actual image in the character creator. I have installed PSP which has tools to clear this up once I navigate my way around the learning curve.
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Does anyone know if it is possible to switch out the existing background of the character creator for another image? I am consistently stymied by the way the image goes dark when I attempt to do a screen capture.
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I have a few characters that I'd love to have some artwork done on. I've included a couple here for anyone to try their hand at drawing if they have the time or inclination.
First is Sunderbolt, he is not your typical hothead blaster. He feels a deep sense of responsibility and he believes that moxie, backed up by super powers, will see him through most situations. He is no stranger to the limelight and has a very gregarious personality.
I'm really very proud of this costume. Though not his original I feel like I really nailed the superhero look here.
Next is Redwood Giant. He was my first level 50 and I had a blast playing him. He is quiet almost to the point of reticence. Though not talkative Redwood Giant is not anti-social. He smiles and laughs easily, has a very paternal and protective nature and exudes a sense of calm strength.
I wanted to do a character that didn't feel the need for a superhero costume and since his original job was that of a logger I decided to stick with the jeans and work boots look. I think it works very well.
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Quote:Actually when the game first launched you had to "switch trains" at each stop based on your starting point and your destination. So if you were in Kings Row and wanted to get to Skyway and the train traveled clockwise you would be forced to exit and re-enter the train at Galaxy City, Steel Canyon and Atlas Park before arriving in Skyway. Very time consuming and silly. What they should have come up with was a superhero transit system made up of high tech shuttles that traveled through underground pneumatic tubes. Effectively the same as what we have now without feeling like you needed to carry a bus pass next to your hero ID. Mass transit isn't very heroic./signed
The City Map is useless when the trains can take you from one end to the other with nothing in between. There's never been a 'which direction do I take to Steel Canyon' moment, so I wouldn't mind putting in some functionality.
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I'm all for adding something like this to CoX. It doesn't even have to take away from the existing content as you could simply tie the existing content to environmental triggers rather than contacts. I also think that the radio missions should be instituted at level one to add some realism. How is fledgling hero going to fight crime if they don't listen to the police band?
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Very cool! The bio reminds me of V.....
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Quote:I tend to disagree on the subject of interactivity. While it is true that a film tells a story it is also true that a great film draws one into the story.Oh, I'm quite certain that art could come from a videogame. I suppose there might be a communication problem here, as certainly lots of artists are employed nowadays for a games' graphics and music, not to mention the writing. It wasn't my intention to minimize that at all, as I realize the kind of work is hard and takes time. It's too bad that English doesn't have words that would distinguish among different types of art, insofar as the intentions of the artist.
Also, I think, it might be a mistake to equate a videogame with a movie, in terms of story telling. Watching a movie is a passive experience; you are merely an observer of events, and nothing you did would ever change what happens there. A videogame is necessarily different because it is interactive. There's an opportunity there for something rather awesome that I think has only barely been explored so far, be it from technical limitations or not having a proper frame of reference because the idea is so new, or what have you. That's why I say I'm not convinced that it's an artform yet, but that it's approaching that. You see more and more glimpses of that happening now, and given enough time it might flourish into something really incredible.
And again I do appreciate this kind of response. While the peanut gallery around here would rather fling po... er, peanuts at me for daring to disagree with their apparently sacred ideas instead of, you know, actually debating the issue (though I will admit to enjoying giving them back what they give; never start a fight but always finish it!), I thus find such discourse very refreshing!
Art is a form of communication that requires an individual to connect with the artist on some level. A picture, sculpture, sonnet, film or song is risen from the status of mere media to that of art only through the interaction of the human senses. Sight, hearing, touch, and even smell and taste if one accepts cuisine as an art form are required to appreciate the elegance and emotion that can be inspired by the human expression that we call art.
It could be said that "video games" have upped the interactivity ante a bit by requiring sight, hearing, touch and a more tactile interaction but it is still an individual connecting with an artist, or group of artists, through a given medium. A "video game" is a story that draws you in by making you part of the story.
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Quote:I suppose that would depend solely on one's definition of art.As for videogames being an artform: Videogames haven't even existed for a century. It took a long time for cinema to be considered an art form, and that's a lot closer to theater than videogames ever were; unless someone's trying to make "Hamlet" or "The Importance of being Earnest" into some epic scale RPG that I'm not aware of.
It's very much debateable whether or not videogames are an artform, so please don't speak in such absolutes. They may very well be eventually, but I'm not convinced that they are now. Certainly most games out there right now would not count, and they are not recognized as such by any art academy or instition that I know of (is there an equivalent of the Oscar or Tony award for them? I'd certainly like to know!).
If one defines art as something that can be quantified by set criteria such as time, recognition by a ruling body or an award then "video games" would certainly be an art form. Ruling bodies and awards currently exist for game design; considering the popularity of video games over the last 30 years it would be more unbelievable if they didnt exist. This leaves us with time as a deciding factor for what constitutes an art form.
Speaking as someone that can remember a world before Pong; "video games" have evolved far beyond their humble beginnings and the potential for individual creativity is light years ahead of where it was even 10 years ago which gives todays game designers more freedom of expression. The amount of time the art form has been in existence has to be measured against the evolution of its tools over that period of time if one is going to judge an art form on how long that its been around.
Wikipedia defines art as the process or product of deliberately arranging elements in a way that appeals to the senses or emotions. It encompasses a diverse range of human activities, creations, and modes of expression, including music, literature, film, sculpture, and paintings. All these modes of expression can be found in game design albeit with different tools and media than the classic examples. I personally feel that the definition of art is really subjective. Graffiti is considered an art form by some and vandalism by others.
Finally if one defines art as simply something that inspires than "video games" have been an art form for many, many years.
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Quote:As I understand it, in the case of AoE and cone attacks, Gauntlet only applies it's taunt effect to the targets that were affected by the AoE or cone attack. I would assume the same would apply to any Gauntlet effect that is applied to Taunt.* Question: Does it activate when you use Taunt or only with attacks?
The question is does Gauntlet get applied when using Taunt and does it stack?
If I use Taunt on a group of mobs across the street does Gauntlet increase the magnitude of the original Taunt?
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Quote:Very cool! I was looking forward to your spin on the character and I was by no means disappointed! I like the idea of Daniel coming to grips with his new state and reveling in it as only a young boy can and I absolutely love the steampunk look of the costume! You also put a lot of thought into subtle aspects of the containment suit (dual sensors for depth perception, built in venting ports) that never occurred to me. Great work CR!Wow so sorry for the tardiness McBoo, it's been a really busy month for custom building computers and I have several
drawings I am trying to work on at once (most notably the prize for the CanonBrawl event needs to get done so I can turn it over to Eddy Swan
and give him time to color it.) and I just keep putting the posting of this off. Determined to get it posted up tonight no matter how late it gets,
so without further ado here is what McBoo gave me...
Continuing with his theme I tried to picture what it would be like for a 12 year old to be in this deteriorating condition and find
himself in a massive (huge body type) bulky containment suit after being in the body of a small boy for as long as he could remember.
If/when the team of doctors came around and told him they were working on a new and improved suit for him, now that he is stable,
and wanted his input on what would make it more comfortable/livable to him... what might he ask for?
What I came up with is the idea that in order for him to expel radiation and not diminish himself into eventual nothingness his "body" would
need to be constantly producing the greenish plasma and he might not have learned any control of it at this early stage thus the huge size
of the original suit made sense because it had to be able to contain a potentially large amount of Plasma until such time as he had chance
to expel some of it through combative use of his powers or safely discharging in a sealed radiation containment zone.
So then high on the list (if it were me) would be a body more like what I was used too in size and mass which would mean there would have
to be a way to have a safe, controlled and constant venting of plasma. Also it felt right to me that Daniel would actually come to terms
with what he had become almost immediately and on some level think it was really totally rad (lol) to have a skull for a head (children are so
much more accepting of their situation in this regard) and since that is what he really looks like now he might actually want this depicted for
his helm... only cooler.
Daniel: "Whatta bout' a gold skull? Kin ah have a gold skull pleaseeeee... cuz that would be awesome... an' a silver robotic suit would be neat
and oooh I gotta have some green stuff on my suit cuz thats what color my powers are... green."
So a short 12 year old body, check! A lanky build, check! A silver robot suit, check! An external sensor array to enable him to "see"
(went with two, one on either side of the helm for depth perception), check!
A gold skull with specially designed "plasma venting" ducts recessed into the eye sockets and bright green stuffz, check and check!
Here then is what I came up with... hope you like it.
Note: I didn't have a level 30 hero, with rad powers, that was a male so these are actually Ice/ empathy powers (except for the images
lacking the eyes aura) but hey you get the idea.
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