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Posts
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I have a friend who wanted to play CoH during reactivation weekend but his graphics card burnt out, forcing him to use his old DirectX 9 card in the meantime.
I wanted to know if any of the ultra-mode graphics will work on DirectX 9 or whether they'd just all be locked out. -
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If there were a small outcropping to the right it would almost be an exact geographical mirror to where Paragon City is situated!
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Am I the only one who saw the picture of Ouroboros and said to themselves;
Oh no, not Ouroboros! D:
Now no-one will have their personal teleporter device and ability to do flashbacks, gasp!* It's the end of the game, we all DOOOOOMed!
*I do not currently believe we've lost Ouroboros completely, it would likely be a special instance and not a zone replacement. -
I do find that when I was using the enforcer gloves I had issues with shields clipping, rather annoying. But I found by using a thick shield or a translucent elemental shield I was able to get around the problem, probably more reason to make huger shields so that it can compensate slightly for big gloves.
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Or the Omega Boots, I mean wow; Those are the kind of bigness I'd expect for more costume pieces to take up, it's slightly bigger than 'Large' but then takes it further with the two claws in the front and the rear claw in the back. More boots in that kind of scale would be great, especially for Huge characters.
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Spherical shields can look big and add mass, maybe a huge version of the kind of armour-plating the PPD gloves have, a rectangular, shaped shield that stretches over the entire forearm and hand, with simple and tech designs!
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Curious, how big is this 'Fake Nemesis' anyway that could be clipstastic with doorways anyway? How much bigger are they to an eight-foot character?
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This poses an interesting question,
Do you think it's possible they could create new model pieces to give us the 'bigness'? Probably more difficult with heads but we could have a new model type, 'Giant' for gloves and boots. And all that model would be is the aesthetic of simply big hands and feet to make up for the small size of the default extremities. It would require having to remap all the textures but it could give us what this thread is suggesting.
I say heads would be more difficult mainly because there's differences between a normal head, and one that uses hats, helmets or even the monsterous models. A 'Giant' category head would pretty much have to be what Masks (with hair) already is, just bigger. Unless the devs put in the extra work to have 'Giant hat' and 'Giant helmet' categories on top.
I'd love to have giant hand and foot options where it's bare, no wraps, just skin! -
I can say that even if it doesn't do much damage, it's would still be cool to punch someone's face with a massive gauntlet. Or [Kick] someone with some heavy boots. Or rocket an enemy into the air with a huge axe.
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I'm not particularly concerned so much with big melee weapons, but having huge looking ranged weaponry sounds like a good idea to me. Considering the animation times for Dual-Pistols the weight of the weapon could work with whatever increased size of the models. Big Assault-rifles? Hell yeah!
I think Huge bodytypes need a 'Bigness' update sweep, the proportions are a little silly in itself, given how many people have 'silliness' issues, what kind of respecting huge character would choose to have a tiny pin of a head if they had the choice? Unfortunately considering the way the head sliders work, it would most likely take a lot of work to make heads bigger in a way that doesn't end up expanding into the pit of the neck. Then there's the hands and feet, I often have to use the Large pieces just to correct the proportions of Huge characters, more specifically the wraps costume pieces. Since physique sliders do very little to the hands and feet. Things like the large tech/steampunk gloves are a step in the right direction.
And for 'big people doing normal damage', while it may take away from the superficial appearance, in the end the only way to maintain diversity is to make everything unaffecting gameplay. City of Heroes is one of the few MMOs out there where you can look however you want and still be as good as the next guy or gal. If people want to have broad, towering characters they should, as much as ultra-tiny one.
This game could do with bigger heads, hands and feet for Huge characters, big armour and weapons would be good too if they match up with the animation times.
/signed by the way! -
Even if it were possible and even with superpowers, how is a four foot nothing character going to beat a eight foot huge at basketball?! It's a non-contact sport so you'd have to have psychic powers or gravity control to get an advantage.
Maybe travel powers could work, but that isn't to say the huge guy won't be using his own super-travel powers to beat you. -
I'm really hoping it's one of the first two, if they managed to pull off the second that would totally revolutionise animations in the game. Imagine it, walking while shooting energy or weapons; no more weird standing positions when you start animating in the air without fly.
It might even open up more opportunities for other powersets to come in.
If it was just Power Pool Customisation, not sure why you'd need a signed NDA for it. But it would be cool to get a less flashy version of Super Speed, less airy versions of Flight and Super-Jump and maybe even different effects for Teleportation. The more powersets they convert to customise, the less they have to do next time around. And doing only four power pools sounds far easier to do than say 8-12 (Don't remember the number of possibly customisable power pools)
People have been speculating that the big NDA might be to do with the Incarnate system, but why that needs a signed NDA might be down to what kind of content they're doing for the endgame they don't want other copying until it's out. -
Yep, it's the Mutant Pack. I think in the tailor it's named the 'Wolf Tail - Animated', since there doesn't seem to be a non-animated version. It could be considered a fox tail too because the devs had the forethought to use the two-tone colour mechanic to colourise the tip portion of the tail. If you want a regular wolf tail all you'd need to do is make both colours the same.
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Quote:I don't like the idea of Swift and Hurdle being forced upon me, but if they are I wouldn't get upset about it. I'll just get used to it and move on just like everybody else.Originally Posted by SomeoneUnless the devs come out and say that making the fitness pool completely opt-in is an impossibility or that it would take up too many resources to do, I don't know why people would get upset that someone might not want swift or hurdle. These are, arguably, the same people who will get up in arms anytime someone tells them that they are not playing the game the way they should be. I smell some hypocritical taint in the air...
But if they gave us the choice to take Swift and Hurdle, I'd be happy -
I never knew about /cleartray, it would sure skip a lot of time having to right-click+[R] every single power after I respec, good to know.
As for whining, sorry again? I didn't meant to sound whiney, when I stated the question "What do you guys think?" I really meant "What do you guys think?" not "Here's my opinion, suck it!", starting a discussion is important because the devs should know what's on their players' minds and not have to get the flack of implementing a change which could annoy a percentage of the user-base, however minor, when they could tweak the design to suit everybody's tastes.
I misinterpreted the full scale of having Swift and Hurdle on by default and apologised, but what I don't apologise for is starting the discussion on what the player-base is worried about even though we don't have all the information. We happen to have a development studio who takes note of our feedback and feedback is what will make this game as good as it can be.
Plus, it's not like I totally hated the idea of Inherent Fitness, saying I hate Health and Stamina too would make me sound whiny and ridiculous. -
I vote for the option to 'always allow' option for a buff to be taken rather than get rid of the prompt altogether. I can't stand the <bleeping> those people made about there being no prompt again. Efforts to please every may be difficult, but when there's a clear, easy way to please everybody, they should take it!
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For main Hero and Defender I'll let him take more Fighting Pool powers, perhaps even reinclude Repel since that was such a fun power. My main Corruptor could benefit from more Fighting pool powers, maybe even finish out his Leaping pool too.
The rest of my characters will just be perked to have inherent Health and Stamina. It's a win-win situation regardless of if you have Fitness or not. -
I'm sorry I compared Swift to Speed Boost hyperbole, I really am! *mashes [Beguile] while running away*
I'm sure whatever changes will come our way, I'll get used to it eventually. I wish people would actually respond to threads positively until they've given a reason to bring on the pain.
At least I didn't pull a GKaiser! -
For my main Defender, I could have him take more Fighting Pool powers to match up the way I wanted him to have decent close-combat abilities. For my Brute I could expand more on his Presence power pool more.
So many possibilities! -
Quote:To be clear, the base run speed boost you get with Swift at level 1 should be 3mph, and at level 50 should be 5mph. Your base run speed, which doesn't change as your level, is 14.32mph. So characters should run at 17.90mph at level 1 after I19, and work their way up to 19.33mph by the time they reach level 50. Just to put this change into perspective.
(edit: at level 1, the boost is 25%, and at level 50, the boost is 35%)Quote:Base run speed = 14.32 mph
+ Old Sprint 50% (7.16) = 21.48 mph
+ New Sprint 100% (14.32) = 28.64 mph
Base run speed + unenhanced Swift 35% (5 mph) = 19.32 mph.
So, basically, unenhanced base speed will go from 14.32 mph to 19.32 mph, a 35% increase and less than what unenhanced Sprint used to do.
I think the OP will be in a very small minority in thinking that's too fast.
There's always Walk.
Just for fun:
Swift + 1 Run SO and Sprint + 1 Run SO and Ninja Run = 72.07 mph
Fly cap is 58.63 mph and SJ cap is 78.18 mph.
Also, thanks everybody being so civil about this thread. -
I didn't mean to complain about Fitness, I welcome the change but I'm worried about the speed issues. As for the Swift Vs. Speed-Boost comparison, I guess I didn't do enough to state how far apart they were in terms of effectiveness, I'm sorry.
Like I mentioned previously, no problems with Health and Stamina whatsoever. I'm just hoping there'll be a way of putting Swift and Hurdle in to satisfy everybody who really wants to have it and those who really do not want the extra boost in speed.
I'm not a d00M post, honest! D: -
Now don't get me wrong, I'm actually looking forward to this new change to the game. I never felt the NEEDNEEDNEED to get to Lv20 and Stamina, I handle my endurance very well at low levels through the use of Brawl and my origin-temp to fill attack chains at minimal cost, but Stamina does help I admit. For the characters that do have Fitness I can look forward to respeccing them and taking more powers I thought I'd miss because I took Fitness instead. For the characters I have that didn't have it, I can look forward to being able to play them with increase regeneration and recovery for free!
The latter two powers of the pool aren't my concern though, it's the first two powers.
Swift and Hurdle are very picky powers to me, when I first started out I chose Swift right away because it would make me run faster, but then after time I learned that Swift just made running awkward for me, I like to take things slow, so now I tend to take Hurdle for all my characters where my speed only goes up when I jump, not for general movement.
I'd hate the idea that, thematically or otherwise, all my characters would suddenly run and jump faster and higher just because they reached Lv1 or 2, it sort of relates to how people hate Speed boost because they suddenly move out of control of going too fast, though I doubt Swift and Hurdle would be as severe. If I want my characters to be naturally fast and high-jumpers, I'd rather be given the choice to make them that way, instead of 'Everybody's got superpowers, even if you're Natural origin'
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If the developers just port the whole pool into Inherant, Health and Stamina would go without a hitch, but unchanged Swift and Hurdle will just make characters move even more quickly than normal and we'd get the 'Running in Fast-Forward' syndrome which currently afflicts small characters and characters using sprint. If the animations were tweaked to look like they were running faster then it might be alright, but they don't.
I just feel an Inherant Swift and Hurdle should be optional, either by giving the options to take them, the option to turn them off and on or even by lowering base movements pertaining to Swift and Hurdle and then using the buff from those powers to bring characters back to current speed, to which active slotting will make them run and jump greater by choice.
What do you guys think?
Should we be able to choose whether our characters get the effects of Swift and Hurdle as inherents? Or should we just accept a full-port without changes?
As for me, I'd vote to have Swift and Hurdle to be part of base Run, Fly and Jump movement, where by slotting them you're improving your base movement and by not slotting them you're moving at normal speeds for someone at Lv1 -
Aside from Clebstein's Warshade concern, I'd love for there to be special defeat knockback applied to most critters, probably not things like monsters and giant monsters, but human-sized enemies and creatures would look pretty fun to blast across the place when I take them down, even if it's only a tiny amount of knockup or knockback just for effect rather than distance.
After playing an Energy-blast hero I've learned that position is important for knockback and should always be taken into concern.