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Those aren't exactly stances, though, at least to the extent that these aren't ways in which people stand, so much as they are poses people assume for the purpose of posing in a specific way. A stance is something that's much more natural to the way people stand or ply their professions - which in City of Heroes is fighting, pretty much. Calm, alerted, angry, monstrous, combat ready, fancy martial-artsy and so forth.
Almost all of those stances have the legs wide apart in what I must admit is a dramatic pose, but what is also really uncomfortable if you have to stand around in place for a while. Check out how people stand when waiting for a bust at a station, for example, and you'll see what I mean - most often they stand with their heels much closer together and most of their weight straight down on just one leg so as to let the rigidity of the skeleton take as much weight as possible off the actual muscles.
Those kinds of stances are what I'd like to see more of. -
Quote:You can always do the "BABs shield thing" - scale the gun arms up when the player uses larger gloves so they still fit over them, the same way shields become farther offset from the arm as you use bigger gloves.Doesn't bother me, but the art people here seem to have the idea that anything that could clip is very bad and shouldn't be in the game. Letting use have the pieces to use, either accepting the clipping or not as we choose, does not seem to be in their mindset.
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Finally, with Street Justice now a reality, the F Squad has finally arrive into our world
I gave quite a bit of thought to their archetypes and personalities, and have made them as the following:
Commander Ren Tarara: Street Justice / Willpower Scrapper. Her extreme physical fitness and uncompromising tenacity have made her vicious fighter and hardy survivor.
Engineer Tillin Gax: Electric Melee / Energy Aura Scrapper. The extensive modifications that Gax has made to his body have given him practical control over several forms of energy, which he made use of both in the field of battle and his work as an engineer.
Heavy Weapons Expert Irina Seth and her combat mech "Gunny:" Energy Melee / Invulnerability Brute. Gunny is a heavily modified front line heavy assault super-mech equipped with a power plant potent enough to power an entire city, which can be focused into direct energy burst attacks, and its thick futuristic armour make this machine almost impossible to take down.
Ambassador Lexxy: Kinetic Melee / Super Reflexes Stalker. Her pacifist beliefs have led her to choose a type of combat specialisation which relies on avoiding unnecessary contact and achieving combat objectives with as little bloodshed as possible. -
After having played with the Seismic Path aura for a bit, I have a suggestion:
Can we please turn the Seismic Aura into a "splat" instead of a separate 3D prop that only looks right on perfectly flat ground? I hadn't noticed this before, but as you run around with the Seismic Aura, it doesn't paint cracks on the ground, but rather it creates transparent sheets with cracks painted on them and places those about an inch off the ground. Again, it looks good on flat ground (somewhat, it's still an inch off and your boots sink below the cracks) but it immediately fails once you start climbing amps or stairs, or stand on cars.
As I recall, the things the art team of old called "splats" are basically effects that follow the contour of the ground, and I believe are actually drawn ONTO the actual ground texture, as opposed to on a separate, offset plane. An easy example for a "splat" is Triage Beacon, I believe. If you put that on an inclined surface or next to a wall or other props (crates, forklifts, static consoles), it will actually curve around and over the objects it passes through, instead of just clipping with them.
This REALLY needs to happen for the Seismic Path aura, because seeing cracks hanging in mid air is just about the most distracting, ungainly things I can imagine in a game. It just looks fake, unfinished and glitchy, when I know the aura itself is actually incredibly awesome and exactly what I need for my new giant robot. Please, make the Seismic Path aura conform to terrain. Pretty please?
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Oi, here's another big one! The large crack that shows up on the ground when your character lands or is just sitting there rotates to match your character's orientation? The crack itself is not set to persist as long as a character is standing, it constantly reapplies itself, with the old one fading away and the new one fading in to replace it, over and over again. When you stand still, you don't notice this. When you turn around, the new ground crack shows up in a different orientation and does not match the old one, so you get a crack on top of a crack and it looks really bad. The aura shouldn't be set to follow the character's orientation. It should be set to show up with the same orientation regardless, say always pointing North. The orientation doesn't matter so long as it's always the same, so that recurring cracks will always match each other.
I know this is possible. The game already does it. Powers like Shadow Fall and Hurricane spawn a prop which does not rotate, centred at my character. I can turn around in it, but the FX prop ignores me and keeps its own orientation. I can spin around inside my hurricane, but it will never swing around erratically, but will rather just stay with the same orientation, playing the same animation. It will only follow me if I move, but not when I turn. This needs to happen with the Seismic Aura, because it just looks bugged otherwise. Honestly, it does.
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Here's an actual BUG. I spoke with Annah, the Halloween costume slot contact, and the static part of my Seismic Path aura disappeared. I still leave cracks when I move, but I no longer leave large cracks when I stand still or land from a jump, and the screen no longer shakes when I do that. I'm not sure what to do to fix it, but I suspect zoning will do.
Here's the thing - speaking with contacts has caused animated costume pieces to reset their animation for a LONG time now. My Vanguard shield resets back to its folded in state and has to extend and spin, my cape and trenchcoat centre sharply, my body and eye auras shut down for moment and then play their "starting up" animations where the effects build up to an array and so on and so forth. This, however, is the first time I've ever seen where an aura has bugged itself by speaking with a contact, and I'm honestly not sure what caused this. I'll try zoning and sepaking with other contacts to see if it'll cause it, but this concerns me.
Also, no, I did not get a new costume from Annah. I'd forgotten to claim the Halloween salvage bits I e-mailed to myself and I have not, as of the time of writing this, claimed that slot still.
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Zoning did return my aura, and speaking with Annah WITH Halloween salvage in my inventory did not take away my aura this time. Then I went to Kings Row to speak with the detective to see if that won't make my aura disappear, but I didn't get to do that because my static large ground crack stopped playing as soon as I walked through the Kings Row PD front door. Leaving the PD did not make my aura return.
Next I went to Pocket D. Zoning in made the large crack part of my aura return, but travelling through the main elevator caused it to disappear again. It seems like every location transition that plays the "door" animation robs me of my aura until I zone. That's not good.
I did find out, however, that this loss of aura CAN be solved by swapping costumes instead of zoning, which should be easier to achieve in places where you can't get to from another zone without passing through a lift or door (such as the Pocket D interior), but that's still a pretty unpleasant bug.
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For reference, all of this I tried with the Huge model only, and I used no weapons at all in the process of trying the above. -
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It appears the SKU has been found and the set is now purchaseable. I'm so glad I didn't waste my money on the CoT set, since if I had, I wouldn't have been able to buy Saint Justice now. I guess sticking to my principles WASN'T its own reward
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Ugh... I so wish I could have gone to work today, if my workplace wasn't undergoing renovations. I just hope someone actually knows we're missing a SKU and is doing something about it.
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Easy for you to say. It's half past 3 PM on my end
Mostly, I just don't like being in the dark. If I KNOW there's something to be waiting for, eh. I can wait for it. I'll just sit down and watch all of Linkara's reviews of bad Silent Hill comics. But I'm really not sure what I'm waiting for, and that's what kills me.
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It's a little too late in the day for hints, I think. Street Justice is in the game, but the store is throwing error messages. This is not something you joke with. We need to know whether the set is going Live proper later in the day, or whether it's going to be pulled from the servers. And if it's a technical problem (like I know there is), we still need to know if there's anything to look forward or if they'll just roll back the store info to yesterday.
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OK, here's something I don't get: Players who had kept a constant subscription since that started being counted were expected to have 1200 Paragon Points. When Freedom launched, I was given a whopping 1950 points. I don't know where that came from, I don't know where that came from, but I'm pretty sure it's not because I signed up for six months on September 1st. 6 months' worth of Paragon Points would have come up to an EXTRA 2400 points, if not an extra 3300 with my T9 VIP status. So... What caused this?
Furthermore, after purchasing a few things off the Market last month, I ended up with 870 Paragon Points. Then came what would have been my next bill date, had I been on a monthly billing cycle - October 1st, and I got no extra points. Then came October 2nd, and I didn't get anything then, either, so it's not a case of delays. It's October 4th today, and I still see no extra Paragon Points. So... What happened to them? I'm pre-paid for 6 months since September 1st, so when am I going to start seeing Paragon Points from that subscription? I certainly didn't see them all once at my initial bill date and I don't see them being doled out to me per month, so... When can I expect to see those points?
I don't mean to be a troll here, but I kind of sort of paid for these points and I'm not seeing them on my account. This concerns me. -
Quote:That doesn't really affect my question, though - is this actually going to happen? Because the store is still missing its SKU and I see no official explanation of anything anywhere, especially not in announcements.They don't have to do maintenance to add stuff to the Paragon Market, assuming the items they're adding are already in the game code.
Right now, I'm sitting on my hands and waiting. There are Street Justice characters I want to play and I don't want to play anything else if I know Street Justice will come out later today. If it's NOT going to come out later today, then I can just go ahead and play those other characters.
While I appreciate Zwill's joke thread yesterday, I kind of want a serious announcement today, because I'd like to know what's going on. -
Quote:The same way things like Stone Fists work - just a larger, oversized model that fits over your existing glove. Sure, it might clip with bigger gloves, but if that bothers you, then don't use bigger glovesI would be pretty happy with even a new powerset doing this. But I don't know how possible that would be, since it may involve changing the character model.
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More stances in the vein of the Going Rogue StanceHero and StanceVillain would be VERY welcome, yes. Right now, StanceVillain2 is the only stance... IN THE ENTIRE GAME that lets us stand with our legs together.
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Sounds like nostalgia for the horrible old suit jacket that got taken out when Jackets were introduced as a category. Personally, I agree with your own assessment. I HATED the old suit jacket and the old Pants just don't look right with a suit. I still think you can do better with the shoes, though. Work Boots sort of work, but uni-coloured Cowboy boots seem to look better as dress shoes, at least in my opinion.
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The funny thing is that this was done specifically to avoid people missing their Brokers, villain-side. Plenty, plenty, PLENTY of people would come to the forums and complain that Moongoose told them to go to Cap Au Diable, but once they got there, they had no missions to do. "What, are we supposed to street-hunt to 50? Seriously?" Somewhere along the line, Drea the Hook and Mikey the Ear were made to auto-select themselves as soon as you entered the zone so that people could never miss out on the Newspaper contact and thereby miss out on the entire zone.
As far as I'm concerned, the Kings Row detective should show up in your contact list as a pop-up self introduction, and THAT should be the only one that gives a police band radio. That way, people's missions won't be hijacked but they'll still be introduced to the detective in an overt way. -
Quote:I asked, I got an answer. This seems easier to me.There's also Dictionary.com. It always amazes me when people ask questions on the internet for things that can be so easily looked up.
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So, is something actually going to HAPPEN today? Because it's past regular maintenance time and I don't see maintenance, and the store still doesn't have my SKU.
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Quote:In the same way you toss someone in the deep end of a pool and instruct them to drown less. The instructions fail in that mission is that your objective is not nearly as explicit in telling you HOW to find the exit when the thing you thought was the exist doesn't work any more.You are explicitly told what to do: find the exit before the timer runs out.
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Quote:I always thought it was badCRC's original flash animation with the Microsoft Sam narration that started the meme proper, but I could be wrong.pretty good explaination, only one addendum i'd put on. The meme grew as a result of the website "something awful" photo-manipulating the phrase into a bunch of mundane pictures, and a newgrounds video where a group "the laziest men on mars" did a techno ideo using samples of the opening, along with many, many photomanipulations putting the slogan in comical places, like the presidential seal. i'd link, but there is an obscene gestures in one of the pics and id get zapped. basically, hit up youtube, cant miss it, and the song is catchy.
*edit*
Also, what's a "SKU?" -
Quote:I... Must have blocked that from my mind. Lemme' tell you, that friend of mine who I was trying to get into the game - he did NOT like that bit. Specifically because he was unfortunate enough for the store to lag, so his purchase didn't actually go through for almost a minute after he'd made it, so he almost did it twice.It left a bad taste in my mouth and it ticked him off, too.I agree with everything you posted but you forgot the most important item from your list:
4. Learn to use the Paragon Market.
TBH I felt that was the entire point of the new tutorial.
Speaking of the new revamped Atlas Park content, my friend didn't like that, either, but I think this is more his thing than the content's thing. See, unlike me, he doesn't actually read mission briefings. Ever. He doesn't care about the plot, so he just clicks "Next" or "Accept" or whatever he has to so he can get going and kill stuff or grind stuff, and the Atlas Park missions being story-heavy really worked his patience, causing him to in turn work mine
I basically let him run around and kill stuff while I read the briefings and then essentially gave him the cliff notes version.
More than anything, though, Atlas Park lags LIKE HELL on my laptop, and since this friend of mine doesn't have a PC (yet, I'm hoping he's working on that), he has to play on my laptop while I use the big rig, and Atlas Park was essentially unplayable for him. So we did the only thing we could, which was to get THE HELL out of Atlas Park as soon as we could and stick with Kings Row. Yeah, the content there wasn't as refined, but I was playing to my friend's interests since I was trying to recruit him into the game, plus the zone didn't lag for him (other than the new warehouse rooms of lag), so it was all good.
Three, actuallyQuote:You can complete the new 'tutorial' map (I'm not calling it a zone, ever) by clicking brawl 4 times. That's the absolute minimum you need to do, combat-wise. Just tag those 4 required Shivans and let the NPCs do everything else.
You only have to defeat three Shivans, not four, or at least I did last time I ran the tutorial. But your point still stands - the tutorial plays itself, which is what makes its "epicness" a lot less moving. A game isn't exciting when you can take your hands off the keyboard and still win pretty much as easily.
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Quote:She can have mind-controlled me to think there was a mental time bomb, but she shouldn't have been able to convince me I'm a panicking idiot who fumbles over his own words. And if she could, I'd like to punch the writer who decided that.Yes, Dollface makes you think she planted a mental time bomb in your head, and yes, she IS that powerful.
I forget who it was and where it was said, but someone put exactly this problem quite well. Paraphrasing, some stories make you have the villain. Other stories make you hate the screenwriter. -
Quote:Hmm... Interesting question. I can tell you almost for certain that this would make quite a few men uncomfortable. Possibly quite a few women, though I don't know so much about that. Again, it comes down to the male self-image and how "feminine" qualities are seen as degrading to it.This raises a question for me. What would the reaction be if instead of making a 'female' version of Granite Armor, the male-ish version basically looked female to begin with, for everyone?
Personally, I wouldn't really have a problem with it. I'd have to think about how to work around it, however, and that in itself is telling. Turn my men and women into giant male-shaped brutes and I just roll with it. Turn my men and women into giant FEMALE-shaped brutes, though, and suddenly I have to work around it. It's quite possibly I'm falling for the "male is default, female is divergent" fallacy that says humanoid characters should look like men, especially when they're genderless. It'll take some doing to root that out of my subconscious, though I think I've already made progress on that front with the collection of female-body-shaped inhuman aliens and monsters. Time will tell, but I'll give it my all.
I agree with you wholeheartedly. As far as I'm concerned, the IDF boots are the greatest thing to happen to the costume editor since Power Customization, though the backpacks slot is a close secondQuote:I also tend to play with boot sizes for emphasis on characters I want to look slightly silly. The enormous oversized boots make an already bulky character look bulkier, and a scrawny or short character look more cartoonish. I like using the PPD boots and that new set of boots that recently showed up for this. I often wish we had more oversized hands, collars, helmets, and so on.
You're right on the money when you say big boots, gloves and shoulders make big characters look even bigger. In fact, without precisely this fact, I wouldn't have been able to make ANY of my big female characters, or at least wouldn't have been able to make the as compelling. Zombra used to love teasing me over my obsession with big boots and big gloves, but I just find them so versatile.
Also, I wouldn't define large boots on small characters as "cartoony" so much as "chibi." Oh, sure, we can't do the big heads, but we can do a pretty good general chibi body shape in all other ways. The more I play, the more I realise how much the chibi aesthetic really resonates with me, as I've always been a fan of stockier, thicker characters as serious preference. Big boots and gloves are just so versatile, and we have so few of them, it's just a shame.
