Samuel_Tow

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  1. Samuel_Tow

    News from PAX

    Quote:
    Originally Posted by Liquid View Post
    I think the devs may feel that if they're going to do anything, they're going to dive into it whole-heartedly, and devote everyone they can to it. That means that if they decide they're going to update Dark Astoria, they aren't just going to ask the mission designers to make a bunch of missions-- they're going to ask the art team to update the zone, and likely the enemies in the zone, visually. We may feel that's not necessary (or perhaps even undesirable!) but I think that's what they will want to do. I think that's why they are saying it takes the same amount of work to update a zone as create a new one.
    I suppose one can argue that with what they did to Atlas Park, the development team would be gunning to revamp all other major zones for a consistent feel. One must, however, also argue that in light of what they did to Mercy Island, that is not always necessarily the case. If anything, though, I would agree that Paragon City needs to be prettier and the Rogue Isles need to be LESS PRETTY. There's no excuse why Cap Au Diable would lag for me after six years when I'm running a GeForce GTX580 card on an I7 processor with 8GB of ram when it is a zone that's still six years old and untouched. And I'm not even running ambient occlusion, bloom or blurry eyes.

    If the argument were that any zone the development team ever touch will have to be remade to be current and not blocky, then we have to figure out what Mercy Island means for that notion.
  2. Samuel_Tow

    News from PAX

    Quote:
    Originally Posted by Zombie Man View Post
    Quite frankly, a number of different devs said this a number of different times so consistently, that I find it odd you remember it differently. If you remember a dev saying it was relatively easy, then *you* find that quote.
    Fair enough. We both know I don't have one. And again - I wasn't saying you prove what you're saying is true. It's just so different from what I remember that I... Don't get it, honestly.

    I remember Melissa saying the chose no to redo the War Zone because they didn't have the resources to do it, and I remember Matt Miller saying that revamping an old zone is as expensive as making a new zone, but at the time he was referring to the Faultline revamp which WAS a new zone. I simply have a hard time understanding how making a whole new zone and NOT making a whole new zone can be relatively the same amount of effort when making a new zone has always been said to be a lot of effort.

    Again, I'm not doubting your word, I just can't make sense of this in light of what I remember. It's possible I remember wrong, it's possible you're referring to posts I never saw. I could well just be wrong. But it's difficult for me to just conclude I've been remembering this wrong for how many years now?
  3. Samuel_Tow

    News from PAX

    Quote:
    Originally Posted by Zombie Man View Post
    Here I am.
    I mean a source of the original quote. I don't mean to be a dick here and go "Pics or it didn't happen!" but I remember that post from War Witch and I don't remember it going like that. Do we have it recorded somewhere so I can refresh my memory? Because I honestly do recall her saying that the development team at the time intentionally didn't do almost anything in the zone specifically as a means of saving time and money so that they could get the other things done.

    If a not doing a total revamp of the zone from scratch didn't save much effort, why didn't it happen? Wouldn't that mean it wouldn't have been much effort to do it?
  4. Quote:
    Originally Posted by Tunnel Rat View Post
    My apologies for not posting in this thread for almost exactly a month, guys! Everyone in the studio has been incredibly busy preparing for the launch of Freedom, and I haven't had much time to post in the forums. Thank you very much for continuing to post your suggestions! Finding time to post can be hard, but the FX team always actively reads this thread.
    No problem at all. As I've said before, simply having you and David posting in your respective All Things Art threads, even if you don't have any inside information to share or clarifications to ask, is still a major boon to the community, I think. Even just dropping by to say "Hey, I'm still reading. Keep it up!" makes a bigger difference than I suspect most people realise. You guys are pretty much the celebrities of our game

    So, yeah, it's very nice to hear from you

    Quote:
    Originally Posted by Tunnel Rat View Post
    Most importantly, this isn’t a task that requires only FX time. To implement these options into the powers customization screen, we need UI and code time.
    Question: Wasn't support of further power customization a priority in the newly redesigned character creator from Beta? I can't really claim one way or the other, but to make a complete overhaul of the creator interface and not plan for pool and epic customization would seem unlikely from my outside-looking-in position. Wouldn't the new Freedom interface make that transition easier?

    Quote:
    Originally Posted by Tunnel Rat View Post
    Not a bad idea! I can get on board with Weapon Auras, and elemental variations of weapons. I'll look into this.
    Question: Long before he left, Christopher Bruce, AKA Back Alley Brawler spoke at length about weapon auras and essentially discarded that particular idea as unworkable. The way he explained it, adding auras to weapons would require that every weapon-and-aura pairing to have its own copy of said weapon, producing both humongous weapon lists that become cluttered and constituting a maintenance nightmare. Do you have a solution to this problem via new tech, or are you just considering rolling with it anyway?

    I know this is probably not really FX-related, but I've noticed something else that might help here. Regular weapons are coded as their own category with only a single option for category type - "Weapon." What weapon we use is selected from the single subcategory of that main category. Shield Defence, by contrast, is coded as a main category with one option for every shield type, and then subcategories for the various finer options on the shield. For instance, the Round Shield and Kite Shield are major categories similar to Pants and Monster Legs for the lower body, and selecting the Round Shield then gives us the subcategory of texture finish (flat or riveted rim band) with its own sub detail option for patterns where applicable, plus another subcategory for shield emblem that is independent of the rest of the shield's options.

    Would it be possible to redo the other weapons so that each weapon is its own main category with additional options like scopes and silencers on pistols, colour patterns and indeed weapon auras being subcategories? Or am I overthinking this?

    Quote:
    Originally Posted by Tunnel Rat View Post
    As far as opacity goes, you can actually achieve more transparent effects by selecting darker colors. (This works best with Bright palettes.) I've seen suggestions for an opacity slider for powers before, but I think choosing darker tones addresses this request fairly well.
    Speaking purely for myself, I actually want an option to make my effects LESS transparent. Currently, the only way to make a semi-transparent (bright) power effect opaque is to make it essentially white, either directly choosing white or choosing pale colours that, when they stack, add up to white. If I want to have a power that's a vibrant primary colour and yet still opaque, I have no option to do so. For reference, check out a small sample of old console 2D sprites, specifically the opaque fireballs. These are what I had in mind, but these are almost completely impossible to do in City of Heroes.

    When I first heard of Power Customization, what I really wanted to do was to turn Energy Blast into a dense, vibrant, vivid blue. When I picked a pure blue primary and secondary, however, what I ended up with was a transparent blue-tinted beam that looked almost like it were made of blue cellophane. Trying different shades of straight blue didn't help, and only served to make the beams whiter as they grew more solid.

    Right now, trying to control power opacity via power colour is very complicated and requires both knowledge of how the system calculates colours, knowledge of additive and subtractive colour models and at least some experience working with colours and transparency to know how they behave. It took me something like eight hours spread between several days of reading Wikipedia articles, running calculations and messing with the editor before I gained even a rudimentary idea of how what I was doing was affecting the results. It quickly transpired that pure primary colours used with the additive (Bright) colour model made for highly transparent sprites since anything which wasn't that particular primary colour would add onto it and form clear shapes that showed through. Using secondary colours helped, and using white-washed version of them helped even more, as they had more of the other colours and thus caused overlapping sprites to meld better into white and to meld better into white with the background colours. Finally, having to test these on a blue-tinted or red-tinted background is highly misleading.

    Control of opacity via colour choice is possible, but at least to my limited understanding and practical artistic skills, it is also very difficult and very limiting. Allowing us to choose our opacity even in as little as two or three general settings would help greatly. If I had the choice, I would make all of my sprites non-transparent in their interiors as I simply prefer monolithic uniform dense single colours. Right now, the only way to achieve this and not have your effects transparent is to either have them Bright and white or Dark and black, as it's only the extreme values that become overbright, and it's only overbright sprites that look opaque as they simply cause the background to meld into a singular white/black mass. Even then, that's not opacity so much as it is extreme distortion. We're still seeing the background through our effects, we just can't recognise it.

    Ideally, I want a pure 255 blue fireball that looks exactly the same regardless of whether it's on the background of blue water, red lava or grey cityscape, and I haven't found a way to produce this so far.

    If you're talking about the suppression of other players' or unnecessary effects, then this is something we're looking into.

    Quote:
    Originally Posted by Tunnel Rat View Post
    Anyway, it's great to see that this thread still lives. Thanks again for all your thoughts and ideas. I'll do my best to drop by more frequently!
    As long as you keep it alive, Tunnel Rat, the thread will live, this much I can guarantee without a shadow of a doubt There are few things players like more than the notion that their voices are being heard.

    I apologise if my posts comes off like a long-winded rant or a know-it-all tirade, as that was not the intent. I honestly don't know anywhere near enough about FX to speak with any authority, but I'm hoping what I've said will make sense just the same.
  5. Samuel_Tow

    News from PAX

    Quote:
    Originally Posted by MaestroMavius View Post
    You are correct. They either typoed and left out the 'r' or was just mistaken.
    Honestly? I'd let Arcana attest to that in person. Or not attest to it, if that is what Arcana chooses.
  6. Quote:
    Originally Posted by Gunbunny View Post
    Well it looks as if it did happen. Unlocked Veluci today with my level 8 widow on beta. You might check wiki for where to find her though. She is not visible on the map.
    Well, on Beta, those should show up in the new "Find Contact" interface one way or the other. This one contains all contacts who will speak with you, whether or not they're actually in your contacts list. The last time I tried it, it was showing me David Wincott when I had never so much as set foot in the Hollows, never gotten a pop-up announcing him and no contact ever mentioned his name or his turf.

    If these auto-unlock, I'm sure the new interface will make finding them a breeze. And even if not, there is always ParagonWiki, as you mentioned. The act of finding them once I know they exist, are unlocked and are willing to give me missions should be only a token effort
  7. Quote:
    Originally Posted by Gunbunny View Post
    I believe that i21 makes unlocking those contacts easier with the find contact option. i recall getting veluta in the options of possible contacts even without having her unlocked.
    If that were to happen, then red-side would be a whole new experience for me, because I didn't know about half of these contacts and I've only ever really worked with two, maybe three. Johnny Sonata, Ambassador Khur'Rekt and the Television are the only ones I can think of.
  8. Quote:
    Originally Posted by je_saist View Post
    These scripting limitations pose a huge technical hurdle for a "flying pet". Contextual information on the status of the player such as flying / hovering would need to be passed to the pet. Contextual information on the enemy such as flying / groundbound would also need to be passed along to properly synch up Mastermind Pet positioning with Target positioning... neverminding that Mastermind positioning on the ground in just two dimensions is random.
    This doesn't seem to stop people from Group-Flying their henchmen and still have them do just fine. I had a friend of mine who spent most of his time running Group Fly on his Mercenaries and used slotting and Leadership to compensate for the to-hit debuff, and his mercs did just fine. Furthermore, flying NPCs already exist, in the face of Stunner Chiefs, Nerva Spectral Demons, Tsoo Ancestor Spirits and more, all of whom are melee critters.

    Personally, I'd be all for seeing this as an extra Mastermind primary.
  9. Quote:
    Originally Posted by Supernumiphone View Post
    Edit: FYI in case you weren't familiar, Lightning Clap (a clone of Hand Clap from SS) was the power removed in the Stalker version.
    Aaah! OK, NOW that makes sense. Frankly, I feel very strongly that taking Lighting Clap away from Electrical Melee is an improvement to the set even if you put nothing in its place and leave the set with just 8 powers. So trading that for Assassin's Shock is an unambiguous improvement. OK, I see what you mean now.

    Quote:
    Originally Posted by Memphis_Bill View Post
    Assassin Strike - if used alone, no build up. If used with build up, adds a build up to the end to make up for the time? Or, while we're doign the AOE fear, a bit more of a debuff of def or res?
    A longer damage buff after a successful Assassin's Strike? Not a bad idea, actually. I like it! I'm not sure if I appended that to my original post, but someone suggested something to this effect previously. That one was just a flat damage buff after a successful assassination, and I honestly did like that one, and I honestly do like yours, as well. Considering how long Stalkers spend doing Assassin's Strike and Placate, having some way to elongate Build Up or supplement it would be swell.
  10. Samuel_Tow

    Thug masterminds

    Quote:
    Originally Posted by Paladiamors View Post
    Ehhhh, MM attacks are meant to be supplimental, and not the main source of damage.
    And they're terribad at it. Not only are Mastermind attacks almost never worth the cost of endurance to fire them, but they're also very rarely worth the time spent firing them when one could be using his vastly superior support powers or even just running basic henchman controls.

    I take and use my Mastermind attacks on all of my Masterminds for no real reason other than because I want attacks, but I only ever use them against easy opponents. As a Mastermind, I can oftentimes outright FORGET I have a secondary and do just fine, and in those instances I simply have nothing better to do than plink away impotently at my enemies. But in any situation where performance actually matters and there's a real risk of danger, Mastermind attacks become a liability.

    I ask you this - if it takes me seven or eight shots to take down a non-resistant minion, what am I really contributing? When every one of my henchmen can outdamage me, why am I even bothering?
  11. Samuel_Tow

    News from PAX

    Quote:
    Originally Posted by Zombie Man View Post
    The Devs are on record that the RCS --> RWZ was almost as much work as creating a new zone from scratch and repurposing the old zone didn't save them significant amount of time and work. Same with Faultline.
    I'd like to see a source of that, personally, as that's not how I remember it. As I recall, the reason they didn't redo the Rikti War Zone geometry was PRECISELY because it would save them a ton of time which they could then spend making the Rikti Base tileset, artwork for the new NPCs, new contacts and so on. That was the point of Melissa's "We could either do the zone or do the story and we chose to do the story" comment.

    I have a hard time comprehending how doing that AND making a brand new zone from scratch could have been pretty much the same as just doing that and leaving the zone unchanged.
  12. Quote:
    Originally Posted by Venture View Post
    Henri Dumont is not particularly hard to unlock but not worth playing either.
    Wait, what? What's a Henri Dumont? That's the first time I've heard this name.
  13. Quote:
    Originally Posted by Memphis_Bill View Post
    COV brought in unlockable contacts. We haven't ... really seen a lot done with them since, and I think it's a shame
    Actually, my reaction to realising that the developers had dropped the unlockable contact idea was "Thank God! This was the worst idea I can think of off-hand at any particular time!" More contacts is always good. More contacts that most people won't see or even know exist? Not so much. One of the reasons that City of Villains comes off as so repetitive is that while it has a lot of contacts, a great many of them are locked such that you'll never even know they exist.

    Want a fun fact? A few days ago, I realised that the game had a contact called Crimson Revenant when he called my old Stalker for reasons that were never adequately explained. I've played City of Villains for seven years and I never even knew that Crimson Revenant existed, much less that he had a skull for a face. I recall, now that I've worked with him, that I've heard the name off-hand on the forums, but in my head, I always thought people were talking about Christoff Jaeger.

    The contact in the OP is Veluta Lunata, and she is a contact that I have only ever heard spoken about. I don't know who she is, where she is, what she looks like, what her missions are or what I need to do to unlock her. "Trap ghosts" people say, but how one does this is usually left unmentioned.

    I'm told that a contact exists who is a slot machine. I've never seen this contact. I was told it was somewhere in the Golden Giza, but a cursory look through their collection of slot machines did not reveal one which looked like I could speak with it. I don't know what I need to do to unlock the contact, but I'm told it's something to do with the Family.

    "Locking" contacts does nothing more than hide content... Viridian! How could I forget... Actually, I know exactly how I could forget about a contact that I'm never going to unlock because I have a life and don't feel like wasting it hunting Protectors in the Fab or farming a select few missions for bosses. I hear he's a cool contact, something of a counterpart to Crimson (red vs green?), but I'm never going to be able to run his missions, so that's a waste.

    "Locking" contacts does nothing more than hide content, which is pretty much the opposite of what any MMO should be striving to do. It's a well-known fact that MMOs simply cannot have enough content to keep the game from being repetitive, and indeed rely on time sinks and attention grabs to keep people interested. So to hide the content that already exists strikes me as a very, very bad idea.
  14. You forgot rifle

    I adore this idea, and have also often suggested this as an added variant for Epic pools. We have a ton of non-weapon epics, so it only makes sense to have a few weapon-specific ones. It would solve the issue of wanting, say, Pistol Scrappers or Sword Blasters, even if the solution won't always be ideal. I'd use them, for sure.
  15. Quote:
    Originally Posted by Arcanaville View Post
    There's a special case, though, and that's the Iakona case. The devs don't want to spend a lot of time constructing a puzzle for players to figure out like the towers in the STF or the mitos in the Hami raid, only to have someone like me come along and just hand the players all the information about them. The devs want players to experience the game before reading about the data, and I respect that position.
    On the flip side, there's the Trial participation metric (something else for a Did You Know, thread, by the way ) which seems to be regarded as a company secret. My question here is why, in this particular case, are players not told they are being graded nor told HOW they are being graded? I get that the point is so players won't be able to game the system if they don't know the rules of the game, but isn't just blindly thrusting players into a situation where not only can they not tell what they're doing wrong and what they're doing right, but can't even tell what they need to do to improve... And them not knowing is working as intended... Kind of harsh?

    I guess the drive behind my question was "does knowing enemy powers and mechanics really give a knowing player a significant advantage? Does, for instance, my knowing that Chill of the Night is auto-hit and debuffs my defence a significant advantage that I have over a new player which a new player would feel ostracised by not knowing? This is an honest question, too.
  16. That may sound like a silly question, but... What's the harm in players knowing how enemies work? Are we banking on player ignorance to keep things balanced or something? And I say this as someone without your extensive knowledge of in-game operations.
  17. Samuel_Tow

    News from PAX

    Quote:
    Originally Posted by Eva Destruction View Post
    Chainmail bikini. Me want. Preferably with texture mapping that suggests "Broadsword Scrapper" rather than "Gravity Controller." Me no want puny girl arms and vast tracts of cleavage.
    Out of context, but I have to say - I still want Foreshadow's arms... On my girls! The dude is already using separate arms via the Robotic Arms technology, so why can't we? I'd even accept having to deal with the metal rings around the shoulders, honest I would! I'd also accept never being able to apply patterns to the arms, either, if that's what it took. I just want arms that look solid enough to carry the heavier weapons we'll be getting some time soon.
  18. Samuel_Tow

    News from PAX

    Quote:
    Originally Posted by Kheldarn View Post
    Because if they revamp Dark Astoria, they'll probably return it to Astoria?
    They didn't do that with the Rikti War Zone that I could tell. Off the top of my head, only three things changed in that zone when it went from Crash Site to War Zone:

    *The Crey's Folly gate was closed and associated guards removed.
    *The hospital was boarded up and sealed, replaced with the one in the Vanguard base
    *The Rikti Saucer was tilted to lie flatter on the ground so it could be stood on more easily.

    And, OK, four: The old Peregrine Island teleporter exit was moved to the Vanguard base and replaced with theirs.

    But those are all small, isolated minor changes (yes, even the Rikti saucer re-tilting) that left the majority of the map completely intact. Spawns may or may not have been reshuffled, but the zone itself remained the same. Granted, Melissa Bianco's explanation as to why more wasn't changed at the time was that they simply didn't have the manpower to do it. They could either choose to work on the story and new instance or on revamping the zone, and so they chose story and instances (good call).

    Since then, I've continued to argue that the Hazard Zones don't need a graphical revamp, they just need new storylines added to the existing geometry, via new contacts. Not a single thing needs to change about Astoria itself for it to receive contacts inside it handing out missions.
  19. Quote:
    Originally Posted by Arcanaville View Post
    The Attribute/Aspect distinction goes all the way back to Iakona, although my familiarity with them is somewhat more first-hand these days.
    Incidentally, what happened to Iakona? I remember something about a ban for posting confidential Beta information and then nothing.
  20. Samuel_Tow

    News from PAX

    Quote:
    Originally Posted by Arilou View Post
    Again. Failure has no consequence in this game except lost time. Hence time is the only metric that matters. If it goes faster it's easier. And soloing is generally faster than teaming once you count the overhead require to actually form a team.
    OK, could you answer a question, then: If I told you I prefer to play by myself specifically so that I could play slower without other people rushing me, how would you class this? Easier or harder?
  21. Dude, she's been dead for... Wait, no, that's not what you mean...
  22. Samuel_Tow

    News from PAX

    So I take it we're done discussing the Barbarian costume pieces? Too bad, because the Incarnate dance is the same one we danced last year and that's not as interesting. Barbarian women were a lot more exciting
  23. Quote:
    Originally Posted by Leo_G View Post
    AS is an attack shared by every Stalker but not all Stalker sets lose AoE. So why should the ones that lose nothing gain more? The addition isn't justified, IMO.
    Cards on the table: I'm clearly missing something. Which Stalker set is it that gains an Assassin's Strike without losing an AoE power in the process? Are we looking at Dark losing... What, Dark Consumption? Soul Drain? This isn't sarcasm, by the way. This is me honestly not knowing.

    Quote:
    Originally Posted by Leo_G View Post
    I also advocated guaranteed AoE crits now that KM's burst gets to keep its little advantage there. You can compensate the ST sets in other ways.
    I have no problem with alternate solutions, actually. A lot of the things even on my original unedited lists contradicted each other. If we can do that, we probably should and I'd support it. If you have any ideas containable within a single paragraph to that effect, let me know and I'll append them to the original post (with credit) if I haven't already done so.

    Quote:
    Originally Posted by Leo_G View Post
    FYI, Ripper is still a cone.
    It is? The **** was I looking at, then? OK, I can admit it when I'm wrong. Sorry about that
  24. Quote:
    Originally Posted by Anti_Proton View Post
    I knew I saw that definition somewhere!
    That's where I drew the inspiration for my original doctored screen shots that I showed David. If you look closer, you'll notice that the female dummies are actually using the MALE tights texture. You'll also notice that it looks almost purpose-designed to fit the female body frame. That was the cornerstone of my argument back then - if something as simple as swapping the female texture for the male one could produce what is ostensibly a viable character model, just imagine what an actual artist could do.

    Fun fact - look at the female Paragon Protectors sometime. They have the same abs and use the same male textures
  25. Samuel_Tow

    Thug masterminds

    Quote:
    Originally Posted by Memphis_Bill View Post
    That's true of most MM attacks.
    I've always felt that Masterminds need to have a high ranged damage mod. Their attacks are already unimpressive by virtue of them only having three, one of which is AoE. But if the attacks were meaningful, then there would be a point to take them and I wouldn't feel like such a four-sided idiot for doing so anyway.

    And, yes, my Ninja Mastermind has Snap Shot, Aimed Shot and Fistful of Arrows. I would like to put my money where my mouth is, please