Redlynne

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  1. Quote:
    Originally Posted by Clockwork O1 View Post
    Lastly, we recognize that people have very different ideas about rings, not rings, glow, and not-glow. Where possible we are going to try to provide as many with and without options as possible within the set.
    Here's a question for Dink and Tunnel Rat/Honey Badger.

    Would it be possible to include a version of the Rifle and the Pistol where the rings on them GLOW and the glow FX on those rings ANIMATES in a cascading way (say, from rear to forward) at a couple of different speed settings (say, fast or slow) and which can be set as an Always On or a Combat Only option? Allow that animated ring glow FX to be the secondary color of those versions of the weapons, in addition to serving as the "highlight" styling color on other parts of the weapon model.

    Any chance our awesome Art Team can do that, Clockwork O1?
  2. Quote:
    Originally Posted by Clockwork O1 View Post
    Without further ado, here’s what we’re planning to build and why!
    Quote:
    Originally Posted by Clockwork O1 View Post
    Bubble Helmet B – This will be a detail 2 option in the standard heads category. Several hairstyles and head details are going to clip with it, but figure we’ll let you guys be the arbiters of what works there. We’ll likely make a version of this that does not include the vox-box on the collar detail.
    Quote:
    Originally Posted by Clockwork O1 View Post
    Rocket Pack B – We’re going to build the B option, per your request. Because B and C share some very similar geo and it’s a very small leap, we’ll also be making option C. Obviously this does not directly reflect voting, but it’s bonus because of ease of implementation.
    Quote:
    Originally Posted by Clockwork O1 View Post
    Space Suit B – We’re going to build Space Suit B. I haven’t quite worked out whether the shoulders will be a separate shoulder detail or built into the suit (that’ll sort that out over the course of building the suit.) Additionally, we’ll do our best to provide glow and non-glow versions of this suit. We also saw your request for the chest detail from Suit A as well, so we’re going to make that a stretch goal. You might get a little something-something from C as well (not the full suit, just a piece or two possibly), but we’ll let that be a surprise.
    Quote:
    Originally Posted by Clockwork O1 View Post
    Ray Gun B – Ok, this is where things get a bit interesting, like the rocket pack, B and C share a lot of similar geo. We plan to build B both with and without the fin and with and without the glow on the rings, and because of that we’ll also build C with and without the fin. This will require us changing the shape of C slightly, giving it a back end more similar to B in order to minimize the extra work involved.
    Quote:
    Originally Posted by Clockwork O1 View Post
    Ray Gun Rifle A – We’re going to build Rifle A, given the feedback about Rifle C we’re going to see what we can do about incorporating aspects of that Rifle into A as well. Specifically we’re going to try to incorporate the muzzle, stock, and the canister on top into a separate version of this gun.
    Quote:
    Originally Posted by Clockwork O1 View Post
    Lastly, we recognize that people have very different ideas about rings, not rings, glow, and not-glow. Where possible we are going to try to provide as many with and without options as possible within the set.
    In my defense, I just want to say that I wanted to *SEE* the pictures of what Clockwork O1 was talking about, and not just read about the choices.

    I'm also tickled {a lighter shade of red than RED} to see that Ray Gun B will be offered in both a finned, and finless version, as I'd recommended in its poll (which was then championed by others further down the thread).
  3. Quote:
    Originally Posted by Dink View Post
    By some small miracle I had some spare time in my schedule in this milestone. So rather than spend the day twiddling my thumbs, I have ported the following Costume Pieces over to female
    Clearly Dink needs to be given more free time to do stuff ...
  4. Quote:
    Originally Posted by Zwillinger View Post
    We also record and archive each episode, so as long as you don't mind sitting through a bit of tangenting, there's usually some decent information to glean from them on a weekly basis.
    I have gotten VERY used to the idea that every wednesday when I come home from work, I'm going to spend an hour with UStream watching that day's recording. I've just gotten far too much info, insight into the underpinnings of the game, and the personalities behind the Red Names and the challenges they face to *NOT* "do my part" and tune in every week to watch the recordings.

    My favorite guests to have on the broadcast (in no particular order) are:
    Dr. Aeon
    Synapse
    Tunnel Rat
  5. Samuel ... thanks for bringing this up, because I share your anger and frustration at this environmental "feature" of the Shadow Shard in full measure to your own.

    Full Disclosure: it is my personal opinion that the Shadow Shard represents the pinnacle of environmental development and beauty that this game has to offer ... even after almost 8 years of abandonment. Yes, I'm including such later efforts as the Eden Trial, Grandville, above ground Praetoria, Faultline and the revamped Atlas Park in that statement that the Shadow Shard zones are the BEST environmental locations this game has to offer.



    My take on the Inaccurate And Imprecise Geysers problem ... and it IS a problem ... is that any sort of fix for it would require a mix of effort from the Powers Team (Black Scorpion, Synapse, Arbiter Hawk), the Environment Team (Think Tank, and friends?) and the Programming/Engineering Team (Dark Watcher, and Neon Walker?) to resolve.

    The FIRST thing that needs to happen to *FIX* the Geysers ... note I am not advocating for a *replacement* of them, but rather a FIX for them ... is for the Geysers to apply an automatic 1 second suppression of Movement Buffing Powers (all!) when they affect your character. The reason and purpose of this momentary suppression is to ensure that the vastly preponderant Movement Modifier affecting your character will be due to the action/influence of the Geyser, so as to keep things as close to a reference "benchmark" as possible, without putting the onus of "Zero-ing" out Movement Modifiers on the Player in a way which is tedious and annoying.

    This means applying a *temporary* suppression of all Travel Pools that rely ground-bound "movement" (Leaping, Speed) as well as all Primary/Secondary powers that modify movement (Inertial Reduction, Speed Boost, Accelerate Metabolism, Quickness, etc. etc. etc.) and also the Inherent Powers of Swift, Hurdle, Ninja Run, Beast Run, etc.

    It's not possible to "suppress" the Movement Buffs of Set IOs (as far as I know), but the thought I have is that those modifiers should be "small enough" in isolation, when not boosted by other Powers, to yield a "small enough" margin of error so as to make the next set of synergizing modifications to the effects of the Geysers so that they can become "accurate ENOUGH" to be reliably used.

    The SECOND thing that would need to be done is that when using a Geyser, for one second after launch, Player control over the character's movement direction needs to be "ignored" by the game. The reason for this is so that the only initial "control" input to the character's launch trajectory is the one *automatically* imparted by the Geyser. Again, this is a deliberate attempt to "zero out" imprecision and inaccuracies that can be imparted by Player control inputs in a laggy network connection context when "launching" from a Geyser.

    Combining the Powers Suppression and Control Suppression effects AT LAUNCH from a Geyser, it is possible to "zero down" towards a much narrower range of possible launch trajectories than would otherwise be possible (without these suppressions) such that the Circular Error Probable (CEP) of where the character will "hit/land" when engaging in Hands Free "Flight" courtesy of the Geysers becomes far more stable and predictable through a much wider array of conditionals and situations ... which then makes the NEXT change one that is worthwhile to make.

    With the Circular Error Probable of the landing point of Geysers constrained by the above changes, the LAST piece of the puzzle is Environmental in nature. The Geysers either need to "aim" characters to either come "down" to land (by falling) in a designed area large enough to accomodate Hands Free travel ... or ... to be flung "against" a vertical(ish) surface which can be used as a "backstop" to halt further forward horizontal motion (by "splatting" into it). At no point, should the "intended" arc of parabolic motion imparted by Geysers involve "head bumping" into a ceiling or overhang ... which then requires Player Input Control to avoid having happen. I know there are some Geysers in the Ski Chalet(!) and also in The Cascades which basically require ACTIVE Player Control to avoid the "head crush and fall" that will just about ALWAYS happen when performing Hands Free travel by Geyser.

    Needless to say, there are a LOT of "little islands in the sky" in the Shadow Shard where you are essentially "flung" by a Geyser in a direction that is vaguely towards a teeny tiny bit of a rock ... and if you don't ACTIVELY control your character EXACTLY RIGHT (with almost no reaction time whatsoever) you completely miss it ... and fall to the bottom of the map. I too have despaired over the question of "who programmed THIS MESS?!" when using Geysers that flung me anywhere BUT when I wanted to land. The ones which throw you in an almost FLAT TRAJECTORY ARC to try and "land" on itty-bitty rocks that have almost no upper surface to them ... and no backstop to "catch you" has had me overshoot and fall out of the sky is just one of those "and I'm *supposed* to make this work, HOW?!?" kind of experiences. I really resent those tangential intercept Geyser jumps that are so extreme because they really do have No Margin For Error ... and the game's underlying powers and physics have changed so much since the Shadow Shard zones were created that now it is a major accomplishment(!) to be able to "stick" one of these landings without NEEDING to resort to a Flight and/or Teleport power of some kind.

    Geysers should be "aiming" us at surfaces that are perpendicular to the trajectory of travel our characters will be on at that point in space ... *NOT* at surfaces that are parallel to our direction of travel!!

    The NEXT TO LAST thing that would need to be done is to have Geysers programmed to impart their Jump Vector effect on characters on a very SINGULAR bearing and azimuth trajectory (ie. a very CONTROLLED one), rather than being highly dependent upon the "angle of entry" the character used to approach the Geyser. By assigning "control" of the imparted Jump motion to the programming of the Geyser, rather than allowing it to be dependent on a circumstance of under Player control, the angle and trajectory of Geysers can be more rigorously defined and the Circular Error Probable of the destination landing point can be more easily defined ... giving the Environment Designers a more tightly controlled set of "we need something HERE" to work with so as to make Geyser Travel something reliable enough for Players to use it WITH CONFIDENCE, rather than Geyser Travel being (literally) Hit Or Miss.

    And the very LAST THING TO DO is to increase the size and visibility of the Geyser Route Markings on the Minimap. As matters stand currently, I have to zoom in almost all the way just to be able to see the *TINY TINY TINY* markings on the minimap for not only where the Geysers ARE ... but also where they are meant to GO. These "waffer thin lines o' Geyser" are demonstrably INADEQUATE as present on the mini-map and need to be made MUCH clearer and more obvious!



    Put all of these things together, and Hands Free Geyser Travel will become much more RELIABLE than it has been (and has become as the game has evolved out from under it). Note that all of the modifications I am advocating here involve dramatically improving the consistency and reliability of launch conditions during the first 1 second after launching from a Geyser so as to better "control" for where the landing point ought to be ... and that this means that after the initial "launch" of a character is completed, full control authority (and friction effects) are restored to them ... meaning that Players are still free to "screw it up themselves" if they want to. The difference being that if they DO "screw it up themselves" it will be due to heavy handedness on the Player's part, rather than not being "quick enough" to play a Hyper Precise Twitch Game over a laggy network connection where you're trying to land on a postage stamp ... edge on ... at high velocity ... with severely limited depth perception cues (because everything around the floating rock is just SKY!).



    Mind you ... that would take a LOT of QA time to make sure that each and every single Geyser in the Shadow Shard zones *and* in the Ski Chalet(!) are programmed "right" with the correct velocity vectors to "hit their targets" correctly (most of the time) when used by characters with a wide range of Movement Buff modifiers (most of which would hopefully be suppressed, since they're imparted by Powers).



    Oh and the Cop-Out Teleporters are precisely that ... a Cop-Out by the (now long past) Development Team. We should be using Mole Points, rather than Cop-Out Teleporters, to get around the Shadow Shard. Yes that means Unlockable Content. No ... Mole Points are not THAT hard to unlock.
  6. If the Devs were serious about switching back to the Footstomp rather than the Handclap animation, they'd have to do something which would make the White Dwarf Flare CANCEL the Flight Duration of using White Dwarf Step's teleportation. That was the limitation. You could teleport into a pile of Foes ... and then you'd have to *WAIT* to stop floating before you could PBAoE Damage them on a Peacebringer, which you most certainly did NOT have to do on a Warshade (because Dwarf Mire had no "on the ground only" limitation built into it).

    It was just yet another example of TEH STOOPID on display of how Peacebringer powers as originally conceived and designed all limit and conflict with each other to the detriment of the whole ... rather than synergize together (like Warshade powers do much more successfully) so as to make the sum greater than the parts.
  7. Quote:
    Originally Posted by DoctorWhat View Post
    The lovers love the concept and that it can do a lot of things well.

    The haters prefer other sets that do fewer things better.
    More like that what Trick Arrow does, it's merely "okay" at ... while other sets can do the exact same things (often with fewer powers used) *AND* do more besides. This makes it feel like Trick Arrow is somehow "paying" more than it should for its specialization (Debuffing) in order to be mediocre (in comparison), rather than a standout in what it does. So the net experience is that Trick Arrow is being "penalized" unfairly and needs to be strengthened in order to find a niche in which it is not (completely) overshadowed by other powersets that do "the same things" plus more besides.
  8. My Dearest Tammy,

    For the longest time, I was an untouchable man
    The anti-matter I had become
    Could only be contained when I armored my flesh
    And hardened my spirit against never touching another soul
    But you, my Lady, have shown me the light
    That what makes a man a Man
    Is not the matter he is made of
    But rather the quality of his heart, and mine beats for you...

    Ray
  9. Quote:
    Originally Posted by FlashToo View Post
    Differing dialogue options, like in that one Praetorian mission that has you defusing the bombs, or the Origin Of Power arcs. The end result is the same, nobody's concept gets gimped by having the "wrong" origin for their powersets, and what origin someone has is still not shoved into the corner. If it's nothing but a question of writing, it shouldn't step on anyone's conceptual toes.
    I brought this point up to Protean, in person, at the Player Summit, and made an especially strong pitch for including LOTS MORE OF THIS STUFF in the game! Protean said that *HE* was the one who inserted that stuff into the resolution of the mission ... primarily as a Test Of Concept as to whether or not it would work (and if anyone would notice). He seemed very pleased to hear me raving in favor of that one itty bitty little writing feature in that one arc ... but then explained that doing that sort of thing makes for a very definite increase in workload for story writing and mission programming, because now you're adding entire extra decision trees that wouldn't have otherwise been required, and on top of that you need to "cover more angles" of not outsmarting yourself as a writer so that everything stays logically consistent with the needs and direction of the plot. Bottom line ... it CAN be done, but it is a non-trivial increase in workload to do it, meaning it pretty much requires the Second Measures What Is to sign off on doing that because you need to budget schedule to cover the extra "cost" of including those alternate Origin story paths inside of missions. So yeah, it can be done ... but it's not a "freebie" effort to include it ... and there is ALWAYS a time crunch for developing stuff, so these sorts of "frills" tend to be the first to get cut, simply because they're "nice" rather than "necessary" for completing work.

    So for those of us who APPROVE of letting Protean "go to town" on including alternate Origin Paths in mission objectives ... speak up, here in this thread, and maybe the Second Measures What Is will be more inclined to "allow" Protean to include more of these in both future and reworked/new content.
  10. Quote:
    Originally Posted by Remaugen View Post
    I would love to see the Shadow Shards become co-op zones with one FFA PvP zone.
    We could call the PvP zone "Rularuu's Victory" ...







    What ...?
  11. Quote:
    Originally Posted by Morganite View Post
    I find it works well in some situations where nothing else I've tried does. Most notably in rooms where the mobs are too spread out to get a decently saturated Eclipse.
    I'm amazed to see that no one has mentioned using the Warshade Telport Foe as a means to pull hostiles to you (in singles to be dispatched in seconds), or mentioned the possibility of using terrain and "Corner Pulling" to force mobs to bunch up by making them come to you, so they fight on YOUR ground, instead of on THEIRS, so as to be able to start saturating your AoEs.
  12. Quote:
    Originally Posted by Blood Red Arachnid View Post
    I'm using 10.6.7
    I'd say that this is the problem. CoH support for Snow Leopard has ended and all Mac Client support is being geared towards 10.7.x now. Sounds like it's time to plunk down $30 in the App Store and get yourself upgraded to Lion.
  13. Quote:
    Originally Posted by HT_Ingram View Post
    Shadow Shard zones: These 3 zones
    Correction ... there's 4 Shadow Shard zones.
    Fire Base Zulu, The Cascades, The Chantry, The Storm Palace.
  14. Quote:
    Originally Posted by Techbot Alpha View Post
    Throw Mace just sounds a bit daft to me.
    THOR finds your argument ... unconvincing ...
  15. If Placate could Critical Hit for a "Contagious Placate" sort of effect, similar to the Contagious Confusion effect from the Coercive Persuasion purple Confuse IO Set ... then it would be a much harder decision as to whether or not Placate was "worth it" or not.

    Hmmm ... maybe I should mention that in the Beta Forum Feedback on Stalkers ...

    /powexectoggleon Hide
    /powexecname Sprint
  16. Quote:
    Originally Posted by Trip View Post
    Something worth mentioning is the fact of the upcoming introduction of ATO's. I believe there will be bonuses associated. IE: human -> resistance | nova -> damage | dwarf -> health. I am still not changing my views on the tri-form Peacebringer just yet though.
    Quote:
    Originally Posted by Smiling_Joe View Post
    The problem with those idiotic bonuses is that human can hard cap resistance already, Nova can already cap its damage on teams and - on Peacebringers - Dwarf+essence boost ALREADY caps health.
    Quote:
    Originally Posted by Archmage MC View Post
    The ATO bonuses will greatly benefit Warshades. If its at least 8% resistances to all, Warshades will be able to have capped resistances with shields + 1 eclipse fairly easily. (May or may not need pvp resistance IO)

    However it will do almost nothing for Peacebringers, like always.
    Clearly what needs to happen is for the ATO bonuses to apply differently to Peacebringers and Warshades.

    Resistance: Nova Peacebringer
    Damage: Dwarf Peacebringer
    Health: Human Peacebringer

    Resistance: Human Warshade
    Damage: Nova Warshade
    Health: Dwarf Warshade

    There ... everybody's happy (except the Devs).
  17. The best thing they could possibly do is make the Origin Attack Powers actually scale with your Level, so they don't become completely useless after Level 10. At present, the only reason to pick ANY specific Origin is when playing Trick Arrow ... since you need to have Energy or Fire Damage to light the Oil Slick, and only the Magic and Tech Origin Attack Powers deliver that for you.

    If the Origin Attack Powers scaled with your Level, then Origins (might!) "mean something" in terms of rounding out your attack chain (sometimes).
  18. Quote:
    Originally Posted by TwoHeadedBoy View Post
    The thing about slotting Nova ST's is that the slots need to come from somewhere. Dwarf is a tri form shade's best bet for single target damage output. The dwarf chain isn't quite as good as a human only shade's ST is but it's not that far behind. Using Nova for ST is a bad choice because Nova is squishy against ST's and Dwarf does more DPS anyways.
    Except ... If you slot your Nova ST (heavy) blast attack with either 5 slots of Entropic Chaos or Decimation (for the global recharge bonus), and round out the 6th slot with a common 50 Range IO, you can extend the range out to 120ft+ reach (not including Alpha Slot modifications), which is often "enough" to completely outrange any retribution attacks from groundbound Foes (such as Lord Recluse). This then allows you to "hover snipe" from beyond range of return fire ... which then means you're taking LESS DAMAGE (in Nova Form!) than you would be by getting into Melee Range as a Dwarf (or Human).

    You're also ignoring the situational condition of being able to go "UP" with a Nova that you really can't do (and stay there) with a Dwarf (either), or Human (Warshade). Being able to single target attack from The Third Dimension can often times be quite advantageous in environments that don't involve Low Ceilings (5th Column and Council Bases routinely need not apply).

    Just because these factors aren't "obvious" in Mids' or show up clearly on a spreadsheet analysis outside of gameplay, doesn't mean they aren't present (or decisive, when you can exploit them).
  19. Redlynne

    Disrupt?

    Good news is that I told Tunnel Rat about the ... visual problems ... with this power at the last Player Summit, and then followed up by posting about it in her All Things FX art thread here on the forums. At the Player Summit, when I mentioned the power, she said that the most likely way to "tame" the FX on the power would be to simply delete some of the pulses so they go off less frequently (eliminating the "strobe" effect). Since that would be a "subtraction" of existing FX, rather than adding new ones, she said that ought to be something relatively straightforward/simple to do ... the problem is just finding time in her VERY TIGHT schedule to be able to go do that. Then when I followed up by posting the issue in her FX Art thread, she said that was helpful for her because it helped her remember our conversation at the Player Summit, and the things we'd talked about, and it gave her a "marker" that she could return to at a later date and confirm everything under discussion rather than having to "remember" it all in her head (which given the way she talks sometimes might be a somewhat leaky place ... I dunno ... have to ask Honey Badger about that one).

    At the very least, the issue of the FX with Disrupt has been brought to the attention of Tunnel Rat and Honey Badger, who are the people who would be tasked with "doing something about it" should something ever get done. At this point, I'd infer that a lack of changes (yet) for this power has more to do with budgeting the schedule for FX, rather than a desire NOT to do anything with Disrupt's FX.
  20. Quote:
    Originally Posted by Techbot Alpha View Post
    Level 1 - Focused Fighting
    Level 2 - Focused Sense
    Level 4 - Dodge
    Level 10 - Practised Brawler
    Level 16 - Evasion
    Level 20 - Lucky
    Level 28 - Agile
    Level 35 - Quickness
    Level 38 - Elude
    Tier 1 ( 1/ 1): Dodge
    Tier 2 ( 1/ 2): Evasion
    Tier 3 ( 2/ 4): Lucky
    Tier 4 ( 6/10): Practiced Brawler
    Tier 5 ( 8/16): Focused Fighting
    Tier 6 (12/20): Evasion
    Tier 7 (18/28): Focused Senses
    Tier 8 (26/35): Quickness
    Tier 9 (32/38): Elude

    You get the Passives *first* (when you can't afford the Endurance to run the Toggles on Training Origin enhancements), and you do so in order of Melee-AoE-Ranged. After Practiced Brawler, you get the Toggles second, again in order of Melee-AoE-Ranged. Last you get Quickness ... and Evasion.

    If I was redesigning Super Reflexes from scratch, this is how I'd be doing it. I'd also give Practiced Brawler a +5% Resist All Damage and allow it to be slotted for Resistance IO Sets so we'd finally have somewhere to put those Resistance IO Procs that add to Defense which somehow never seemed to make it into the Defense Sets for IOs.
  21. Oh, David ... it might be a little late in the process for "more inspiration" ... but there's always a Retro Sci-Fi Pack 2 which could be done in the future.

    I'm thinking you could draw on the Art Design for the props used in Walt Disney's "The Black Hole" movie from 1979. Things like this:



    ... and this ...

  22. Quote:
    Originally Posted by Zwillinger View Post
    I very much like the looks of Options B and D ... although Option B really needs a longer rear pistol grip and foregrip.
  23. Quote:
    Originally Posted by Zwillinger View Post
    Option B all the way!

    Request that Design B have the rear fin on the gun be an optional feature, rather than a standard "if you don't like it, tough!" mandate in the One Size Fits All category.



    My second choice would be Option D.



    Options A and C are battling it out for last place, in my opinion.
  24. Quote:
    Originally Posted by Zwillinger View Post
    First Choice: Option B
    Second Choice: Option C

    Can we have BOTH B and C?





    Way in last place: Option A