Noble Savage

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  1. Quote:
    Originally Posted by Hydrofoil_Zero View Post
    I think that animal parts have bin mentioned quit enough already so lets skip those posts, can we?
    Actually, it's worth discussing in some depth. Clearly, animal parts are on some of your minds right now, and I want to understand why it's a top concern. IF we decide to do a Super Booster: Beasts set in the future, is that something the average COH fan really wants? With every Super Booster, the general aim is to expand the limits of the costume library while enabling as many new character concepts as possible. Animal heads and legs are a niche sub-category that, for whatever reason, seems to get a lot of attention in these parts.

    Our top goal is to give players what they want. We're open-minded, eager to please, and not opposed to anything, but let me play devil's advocate here and tell you why there might be some resistance to a hypothetical Animal Pack:

    A) There are already animal parts in the game. Given the LONG list of player requests, why build 'Werewolf Head #2' when we could make, say, a tech-themed fixed-wing, something that doesn't exist in the game currently?

    B) Animal parts don't appear to have mass appeal. COH is a living, breathing comic book universe, and our ongoing goal is to reflect the diversity of all the comic titles out there. But take a quick look at any comic book store and you'll be hard-pressed to find a single issue featuring an anthropomorphic character on the cover or otherwise. They're simply not that popular. So why build lizard parts or giraffe parts when it seems like VERY few people would be interested in them?

    C) Resources are limited. Everything we make comes at the cost of something else. If relatively few people would use animal parts, why should they be the top priority over some other theme?

    Let me restate that I'm playing devil's advocate here. I wouldn't mind having a few more animal parts personally, but selling the team on a whole pack devoted to this theme is another matter entirely, especially with several other strong ideas on the table. If this is something you guys really want, please take this opportunity to make your case.
  2. Quote:
    Originally Posted by Samuel_Tow View Post
    The lessons to learn here are two-fold:

    1. Try to name your packs as close to what they will have as you can. If you have a pack that includes, say, lots of plant details like vines, roots and flowers, then call it Super Booster: Plants, rather than Super Booster: Nature. It doesn't sound as impressive, but it tells us what is in there.
    That's the plan. Now that the Origins have been covered, Super Booster names will definitely become more specific.

    Quote:
    Originally Posted by Samuel_Tow View Post
    2. Always give previews of the packs. Let people see what's in them, let them play around with the costumes and THEN set it out for purchase. That way no-one gets to complain "I bought it and it's not what you said it was!" You had the option to see what it was before buying it.
    Dude, that's what Beta's for. Before the actual release, there will of course be plenty of preview material. Remember that you guys are seeing this stuff well in advance of that. But I think your points are well taken.
  3. Quote:
    Originally Posted by Cynical_Gamer View Post
    Which is why the Mutant origin is redundant. Natural and Science covers all the themes in Mutant.

    I like this pack because it makes up for the Science pack hosing those of us with scientific experiment characters rather than scientist characters.
    Broad categories like 'Mutant' and 'Natural' mean different things to different people, and a term like 'mutant' is especially open-ended because it can refer to literally ANY deviation from the norm. Off the top of my head, I can think of at least 20 distinct aesthetic directions that fit the parameters of 'mutant,' and to truly cover the entire spectrum in one Super Booster is impossible. Nonetheless, having done packs inspired by all the other origins previously, it made sense to continue the tradition and do a Mutant Pack now.

    Does this set cover EVERY flavor of 'mutant?' Of course not. Was it intended to? No. Does it hit categories previously missing from the game? Definitely, and it's fun to see all the different ways you guys are finding to use the new pieces. Are we excited about this Pack? Heck, yes.

    There will of course be more Super Boosters, and if you want to weigh in on that topic, head over to the All Things Art: Super Boosters thread: http://boards.cityofheroes.com/showt...86#post2944686
  4. What's up, everybody? The All Things Art thread exists for just one purpose: to help the Art Team identify the stuff you'd like us to create for you next! So far, the thread's been enormously helpful in this regard, and all sorts of things are in the pipeline now because of it.

    In this offshoot of the All Things Art thread, I wanted to talk specifically and in-depth about future Super Boosters, which are premium costume/power/emote packs that we put out periodically. Super Boosters are a joint effort between the Design and Art departments, so well I don't have final say on what's in each pack, I'd at least like to communicate what the fans want from an artistic standpoint.

    Quick refresher on the ground rules, and then we'll get started.

    This is a direct line of communication between you and the COH Art Team. I want to hear directly from the players what they think about the art in our game, but to keep things running smoothly, please observe the following:

    1. Gotta keep it real: Ongoing development is of course my top priority, so my ability to respond to posts and PMs will be limited. If you don't get a direct reply, don't worry--rest assured that I'm reading everything that appears on this thread.

    2. Patience, young Jedi: Posting on this thread won't necessarily expedite that special request you've wanted forever, but it'll at least keep it on the radar. We're always striving to give you guys what you want, but that comes in two flavors: variations on existing stuff, and brand-new stuff that expands the game into exciting new territory. Though we try to honor older requests (see: animated tails), it has to happen as a part of overall, ongoing development.

    3. This is why we can't have nice things: If something's logistically prohibitive, technically unfeasible, or aesthetically miss-matched with the game, I'll always try to level with you. Certain things just aren't on the agenda, and why dwell on those when we could be talking about all the awesome stuff that you get instead?!

    4. Rein it in there, cowboy: Let's try to keep the dialogue succinct, measured and constructive. It's helpful to know what you like and don't like, but play it cool, y'know?


    So yeah, what's on your mind?
  5. Quote:
    Originally Posted by KemLi View Post
    I'm sure this has been said, but I'd like to thank you for coming on and advising the base that, the Pack on Test was incomplete. Given expectations, I appreciate knowing as much information as possible and I'm frankly very impressed with the amount of communication in general you've been providing since your arrival on the boards.Costuming and the general look of everything in City is one of the main reasons I enjoy the game so much.Anyway, I tip my hat to ya.

    Side note though. I would strongly suggest that lines of internal communications are streamlined somewhat so that you don't have to play catch up next time.When we saw the initial announcement for Pack testing, I'm guessing most folks thought that Test was previewing everything that was to be available.I'd think we'd have been able to avoid some gnashing of teeth.
    You're quite welcome. In this case, a bug prevented certain parts from being accessible when the set went live, but as soon as we found out, our top priority was to make sure all of you knew the full extent of the Pack's contents.

    In the midst of ongoing development, especially with a major expansion like GOING ROGUE coming up, it's easy to forgot when various things are going to Beta, but I'll do my best to keep on eye on things.
  6. Quote:
    Originally Posted by Equation View Post
    David,

    So no love on my Gaga costume.. *overdramatic emo reaction* I see how you really feel..

    Just kidding, of course.

    Also check your inbox.

    -Fab
    I dug it, Fab. Made me smile and burst out in a stirring rendition of 'Alejandro.'
  7. Quote:
    Originally Posted by RosaQuartz View Post
    THAT'S what I've been looking for!

    Of course, you know what that means... where's the organic bludgeoning weapons, the organic ranged weapons, the organic claws, the organic bow...
    Y'know how every 'answer' on LOST always led to 10 more questions? Adding new stuff's exactly like that.
  8. Quote:
    Originally Posted by Caligdoiel View Post
    David, thank you for coming in and addressing some of these issues. I don't suppose you'd care to weigh in on our perceptions of what this pack should be vs. what it actually was?
    In the lead-up to live, we'll definitely be talking more about the creation of the Mutant Pack. But basically, mutation's all about biological change, and we wanted to give players two distinct flavors of that and to make the parts as broadly usable as possible.

    Bioluminescent represents the change-from-within concept of posthumanity: with these parts, your hero or villain is clearly changing at a genetic level and doing so in style--with tintable glows that really pop in dark environments.

    Organic Armor represents change-from-without. With these parts, you can acheive a carapace/exoskeleton look, as if your character is growing a new skin or shell or perhaps being taken over by a symbiotic entity. And for added visual punch, you get the tintable glows here too.

    As a set, the Mutant pack gives you the abilty to make new heroes or villains to fit a fairly wide range of aesthetic types: alien-corrupted, hell-spawn, genetic freak--all of that's doable with this set. And with 2 tails, wings, and sword, there's a cherry on top.

    Here're some shots of the tails that you'll be getting in the next build, by the way:

    Bioluminescent tail



    Organic Armor tail

    A monster-themed pack is something we can look into after Going Rogue, but that's a different set.

    Until then, enjoy all the new toys!
  9. Quote:
    Originally Posted by Yogi_Bare View Post
    Soon.
    Word.
  10. Both Bioluminescent and Organic Armor have tails. They simply missed the current build, but they'll be in the next one.
  11. Quote:
    Originally Posted by Yamato_Iouko View Post
    I suppose, but I feel a little teased by Posi's line months ago about animal parts being in line with a mutant pack...I know it may have just been done as a joke, but...honestly, I was really optimistic about finally getting a canine tail for my main.
    It's comin'...
  12. Quote:
    Originally Posted by Novapulse View Post
    QFE

    Wow bases, we're going to need an "All things Art: Bases Edition" thread I think.
    Coming. One thread at a time though.
  13. Noble Savage

    Ghost Widow!

    Belladonna Vertrano returns in GOING ROGUE.

    Everyone on the dev team loves her too.
  14. What's up, everybody? The All Things Art thread exists for just one purpose: to help the Art Team identify the stuff you'd like us to create for you next! So far, the thread's been enormously helpful in this regard, and all sorts of things are in the pipeline now because of it.

    In this offshoot of the All Things Art thread, I wanted to talk specifically and in-depth about the animation in City of Heroes: powers, emotes, enemy behaviors, FX, etc. What rocks your socks off? What's missing, and what can't you do that you'd like to? There're a few requests over in the main thread, but I thought this would be a better place to focus our discussion.

    Quick refresher on the ground rules, and then we'll get started.

    This is a direct line of communication between you and the COH Art Team. I want to hear directly from the players what they think about the art in our game, but to keep things running smoothly, please observe the following:

    1. Gotta keep it real: Ongoing development is of course my top priority, so my ability to respond to posts and PMs will be limited. If you don't get a direct reply, don't worry--rest assured that I'm reading everything that appears on this thread.

    2. Patience, young Jedi: Posting on this thread won't necessarily expedite that special request you've wanted forever, but it'll at least keep it on the radar. We're always striving to give you guys what you want, but that comes in two flavors: variations on existing stuff, and brand-new stuff that expands the game into exciting new territory. Though we try to honor older requests (see: animated tails), it has to happen as a part of overall, ongoing development.

    3. This is why we can't have nice things: If something's logistically prohibitive, technically unfeasible, or aesthetically miss-matched with the game, I'll always try to level with you. Certain things just aren't on the agenda, and why dwell on those when we could be talking about all the awesome stuff that you get instead?!

    4. Rein it in there, cowboy: Let's try to keep the dialogue succinct, measured and constructive. It's helpful to know what you like and don't like, but play it cool, y'know?


    So yeah, what's on your mind?
  15. Quote:
    Originally Posted by Tokyo View Post
    From what I've seen of the VidDoc and other pictures...the buildings look nice, nova praetoria looks very "Pretty," but I'm not getting the sense of being small compared to the vast expanses and heights of the city. Have we not seen the true awesomeness of the cityscapes yet? Have you been keeping the best cityscapes hidden from us?
    Yes.

    Nova Praetoria is all low and midrise. You have yet to see Praetorian highrises.
  16. Quote:
    Originally Posted by Psywarrior View Post
    Ah, but will all these great designs and styles be brought to Paragon or will they just remain in Praetoria? One thing I really want to see is the original zones, contacts and missions continue to get overhauled. Otherwise, it just starts to really feel dated and neglected.
    I'm all for this, and I've gone on record several times to state my support for this idea. (See the interview I gave in the newest Off the Cape podcast, Ep. 4)

    Something I'm actively looking into.
  17. Quote:
    Originally Posted by Capt_Slacker View Post
    QFT.

    ... if I were the Paragon Studios art dept, I'd replace Tyrant with Emperor Cole in billboards 2 and 3. (Unless it's to convey that the armor doesn't have the same connotations for Loyalists that it does for those in the know.)
    So far, we're only committing to putting the adaptations shown into the actual game (we would certainly change Tyrant to Cole in any final version). If time allows, I'd LOVE to create adaptations of our runners-up as well, but we'll see how it goes.
  18. Quote:
    Originally Posted by White Hot Flash View Post
    Very cool. Props to all the winners.

    Will this be a more regular thing, being able to contribute artwork that might possibly be able to be added to the game in this fashion? Perhaps as a way for SGs to personalize their bases more, for example?

    Maybe we could come up with more fake billboards that can be displayed around Paragon City/Rogue Isles, like a competitor to Up and Away Burger, or something.
    There's obviously a lot of artistic talent among the COH fanbase, and we had a lot of fun running this contest, so I think it's safe to say that we'll be doing more of this in the future. In fact, the Community and Art teams are looking into the next fan-driven contest right now, so stay tuned for details.

    As for more fake billboards around Paragon and the Rogue Isles--I love it! We'll see about making that happen. Thanks for the idea.
  19. Quote:
    Originally Posted by Tyrrano View Post
    Lots of good advice in these posts. I'm actually an architect in my 'day job', and as you might expect the office interiors bug the livin' fire outta me. As for the buildings themselves, more variety and realism would be an improvement, though I agree that Faultline is *much* better than the older zones. More mixture of architectural styles, and how about sloped roofs on something besides warehouses? How about other large 'public' buildings - certainly a city the size of Paragon has a football stadium? A racetrack? A bus depot or train station (besides the Yellow and Green lines of course)
    When GR comes out, be sure to tell us what you think of the new cityscapes.
  20. Quote:
    Originally Posted by StormSurvivor View Post
    Because she's worth it.

    With the ability to expend more funding on the sciences, Praetoria's made advances in hair-care we won't see for decades.
    lol.
  21. Quote:
    Originally Posted by VoodooGirl View Post
    You know, David, you potentially have a nice little community CoH contest here in which players can submit designs for new architecture and buildings.
    That's sort of what this thread is for. We're reading all your suggestions and seeing how they might fit into ongoing development. When you see something from the boards come to life in game--and there have already been things set in motion--then you've won.

    We have another community-created contest in the works though, so stay tuned.
  22. Quote:
    Originally Posted by thehallows View Post
    Like many, I don't like the copy pasted buildings. However, I wouldn't really mind if each zone had its own copy pasted buildings. This is one of the reasons I much prefer redside. If I log in a character and can't remember where I left it, I can see right away that I'm in Grandville or Mercy Island without looking at the map. There is still more similarity than I would like, but it's much better than blueside. Most of the zones in Paragon City all look the same to me. I would much prefer if each zone had its own flavour. I don't expect every zone to be as awesome as Croatoa, but when I think of a zone, I want to immediately think of the unique style associated with it.

    I would also love if there were more iconic structures. Just as Paris has the Eiffel Tower and London has Big Ben. Cap Au Diable has that awesome huge atom (I remember that I gasped with joy when I first saw it) that is iconic of Cap Au Diable. Slightly less so is the clock tower in Mercy and the huge Lord Recluse statue in Grandville. I would love it if more of the zones had some kind of iconic thing to associate with that zone.
    GOING ROGUE should be right up your alley, in that case. Each zone has unique signature locations, and Praetoria has a full compliment of brand new low- medium- and highrise buildings. I think you'll dig it.
  23. Quote:
    Originally Posted by Laufeyjarson View Post
    ...I also want to see the older zones - Atlas and Galaxy, especially - touched up some. We don't need more places to go, just make our existing places better.
    Seems to sum up a common sentiment on this thread. I think it's safe to say that this should be one of our top take-aways.
  24. [QUOTE=Newty;2887418]Forums were originally designed for quite lengthy posts.
    And well.. it makes a change to see lengthy posts from the normal one-sentence replys. And also, it gives something for not only us to read, but the team also! aha. [QUOTE]

    I tend to skim 'quite lengthy posts.' Doesn't mean I don't read them, but succinct, concise posts make for more digestible communication. In general, you guys are doing great with this, and it's helping me form a better picture of what the players want to see going forward.

    I'm taking notes on all this stuff, so if you haven't posted already and you're reading this, please don't hesitate to add your thoughts to the conversation.
  25. What's up, everybody? In this offshoot of the All Things Art thread, I wanted to talk specifically about the buildings in City of Heroes. So lay it on me: likes and dislikes, signature and basic.

    Quick refresher on the ground rules, and then we'll get started.

    This is a direct line of communication between you and the COH Art Team. I want to hear directly from the players what they think about the art in our game, but to keep things running smoothly, please observe the following:

    1. Gotta keep it real: Ongoing development is of course my top priority, so my ability to respond to posts and PMs will be limited. If you don't get a direct reply, don't worry--rest assured that I'm reading everything that appears on this thread.

    2. Patience, young Jedi: Posting on this thread won't necessarily expedite that special request you've wanted forever, but it'll at least keep it on the radar. We're always striving to give you guys what you want, but that comes in two flavors: variations on existing stuff, and brand-new stuff that expands the game into exciting new territory. Though we try to honor older requests (see: animated tails), it has to happen as a part of overall, ongoing development.

    3. This is why we can't have nice things: If something's logistically prohibitive, technically unfeasible, or aesthetically miss-matched with the game, I'll always try to level with you. Certain things just aren't on the agenda, and why dwell on those when we could be talking about all the awesome stuff that you get instead?!

    4. Rein it in there, cowboy: Let's try to keep the dialogue succinct, measured and constructive. It's helpful to know what you like and don't like, but play it cool, y'know?


    So yeah, what's on your mind?