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Quote:When it comes to performance issues, could we do some kind of compromise between reducing the weight of some of the heavier powerset auras (like Energy Aura) at trading that performance gain back into the game so that we could have dual auras? Obviously, I don't know the ins and outs of the graphics engine, but it seems to me that you guys can save a ton of graphical performance by toning down a lot of the existing defence set auras. Not only are they busy when they stack, but they're almost always drawn close to our screens, closer that the auras of other people.While a dual aura system is currently unscheduled, it is something we have explored while attempting to break off path auras from regular ones. Ive shared concerns about performance with you guys before, and the FX team is currently tossing around ideas about how a dual aura system can avoid the pitfalls that some defense auras currently demonstrate.
However, even without adding dual auras, I still feel most defensive sets can benefit from toned down aura effects, as well as a custom effects option where the auras play only when a character is attacked and disappear soon thereafter. -
I really don't know why they chose to remove the lipstick, to be honest. I suspect it was part of giving the faces a higher resolution.
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I actually feel exactly the reverse of the thread's direction. Rather than making status effects more diverse and complex, I've always wanted to make them simpler and, if possible, even boil them down to the same single effect. Why? Because then control-heavy characters could much more easily stack status effects the same way they stack "damage" on enemies, and status effects in general can stop being so binary.
Yes, this means that some enemies would be harder to control with a single application of any control effect, but it also means that we will not need enemies who are so completely immune to control effects as to leave Controllers with basically only one powerset out of two for AV fights. It means that enemies who are resistant to control effects can be only PARTIALLY resistant, and it would still work because many more players would be able to build up control magnitude.
I'm not really opposed to powers having different effects, but I'd rather see them as secondary effects to the same basic overall "hold" effect such that any status effect in the game can stack with any other effect, as well. If you have a Blaster with Web Grenade and a Brute with Stun, I'd like to see those serve to help a Controller cage an Elite Boss with Char more easily, even though we're combining a stun with an immob with a hold. -
Quote:Mercenaries used to be a LOT worse when wonky pet AI prevented the Spec Ops from using their Sniper Rifles and the Commando from using his Long Range Missile. However, I still find Mercs to be a somewhat underperforming set as Serum sucks and the Spec Ops controls recharge too slowly and are immune to slotting. It was good enough to get me through to 50 in the days before inherent Stamina and AoE pet buffs, but it still lags behind the rest of the sets.Oh, thanks for reminding me! I wasn't even aware I was repressing memories of that particular powerset. It must be so bad that it was set to auto-repress.
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As for a very real response, this mass of powerset proliferation couple with opening up all generic ATs on both sides of the game is a massive increase in freedom of choice. So massive will my freedom become that I actually find myself overwhelmed with choice, unable to even comprehend all of it yet. That's why I made my AT <-> Concept thread, so I could get some idea of what the overlapping ATs represent and what I should see them as. City of Heroes post Freedom should be an amazing thing if it turns out like I hope it will. -
Quote:I recall a friend of mine hating those because they have neutral expressions, but I personally agree with you wholeheartedly - I LOOOVE the "new" faces from way back when. As Johnny Butane used to say back when the Steampunk faces were on the Test server, they look weird because JUST normal mapping isn't enough to make a realistic-looking face without subsurface scattering and such effects. The old faces don't need these, as the fleshy effects were "painted-on" and integrated into the textures, making them look more like real faces, something the Steampunk faces lack.I can't stand the normal mapped face. They look shiny, the definition of the features seems off to me, and at some angles they just don't look right. The faces we had added in one of the earlier issues? Those I like. Skin tone, perfect. Nice features, varied, doesn't look like someone's buffed, waxed and polished their face.
But normal mapping isn't why I hate them, though. To my eye, both the male and female faces are just the faces of ugly people, and the HIDEOUS heavy makeup is a large part of what bothers me. They just look like derpy faces. That's not to say I don't feel the same way about some of the older "new" faces, especially the balloon lips ones, but those were a dozen faces, so even if I hate a good half of them, there are still three or four faces I DO like. When they add just two faces and both are aggressively made-up, there just isn't enough variety for me to find SOMETHING I like. Again, look at what face my Victorian Duchess uses:

NOT Steampunk, but instead one of the old "new" faces, which has both better lip colour that doesn't jab me in the eye every time I look at it, a better beauty mark and better eye makeup. It's perfect for this particular use. -
I'm sure the actual coding of the button's functional changes to the character's data isn't difficult at all. Given a costume file, I can write script to do that. However, there's something about actually altering the interface itself that seems to scare the developers. For instance, we know that the tech to customize pool and epic powers already exists - it's the same tech that lets us edit a custom FX script that the game then loads for a power. Hell, almost all Epic powers already have customization options since they're copies of powers which are already customizable.
However, what's been stopping them is that they lack the UI to handle that, or so BABs used to say. Powersets are easy, in that you just give the player all of the powers he COULD ever have, regardless of whether he'll take them all, since he'll probably end up having most of them. With pools and epics, you really should only ever let the player customize the pools he's taken, not every single pool and epic in the game, and UI can't do that at the moment. Or so they say. Even when customization of Incarnate powers was added, it still just lumped them all in the editor, even if you didn't actually have three quarters of the powers you could edit.
Sadly, I seriously do think that UI work puts a damper on a LOT of costume editor improvements. -
I didn't mean to say there was
I'm just happy I'll be able to make my heroic Stalkers and Masterminds and my evil Scrappers without sending them through the next best thing to a presidential election campaign. Praetorian has a cool storyline, most definitely, but it also has a very restrictive storyline that only works for certain concepts. Now that I'm not FORCED to do it, I suspect I'll enjoy the environment a lot more when I actually choose to do it.
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Quote:First things first - recipes are gameplay rewards. They are NOT cosmetic rewards. I do not want to see cosmetic rewards locked behind raids. Ever. That doesn't mean I don't want OTHER gameplay rewards, especially such rewards that are available through other venues, added to the raid reward pool.I'm slightly confused here. One of your complaints about the Incarnate system is that the progression is locked away behind raids. Would it really be any better if other things (special recipes, special stores etc.) were locked behind raids instead? We've already seen numerous complaints about the current crop of costume items being locked behind the raids, I think the fact is having anything locked behind the raids means that someone will complain.
Right now, raids reward one thing and one thing only - Incarnate progress. I don't see why we can't use their rewards for other things. I also don't see why we can't get their rewards from other tasks. Ideally, I'd like to give a range of options for gameplay and a range of rewards such that people can do the tasks they want to do AND get the rewards they want to get at the same time. To each his own, you know? -
Quote:No, I agree with you, I want to see jet packs in the game, and BAD. For the moment, though, I'd like to stick to "small" jet packs like the Jingle Jet or the Goldbricker backpack, rather than monstrous abominations like the Raptor Pack. As they work on their tech and sort out their alignment, then we could look for bigger packs that extend down past the waist, if if we had to have priorities, small backpacks seem like a good idea for a starter, um... "Pack."I'm glad the Devs tried their best to get these things to fit our characters' backs perfectly. But clearly it's time for a bit of compromise to their otherwise exacting standards. Basically after 7+ years I'd rather (for example) have a costume item jet pack that might not look great from a few posing angles than not have one at all. *shrugs*
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I suspect the almost violently negative reaction the Steampunk faces got - and the blood red lips were a hot topic - is part of why these went away. I personally HATED the red lipstick on that face, as I hate red lipstick of this kind on any face irrespective of how well it's done, especially when it's not recolourable, but then I hate the face for a variety of other reasons, the harsh shadows of the normal mapping shader being a big part, so just removing the red lips won't really help much.
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Quote:That's where I stand, myself. The Incarnate system mixes together two things that I don't necessarily see as inherently related - raids and post-50 progression. I don't see why we can't have both of these things in the game without making them always go together in a pair with each other and never with anything else. I don't see, for instance, why we can't have non-Incarnate raids that award, say, special rare recipes or access to preferrential stores or some such. I also don't see why we can't, for example, have Incarnate progression through things other than raids.I wouldn't say "alternate". I'd rather say "next". When you're reached the end of the first (levels) you start on the second (incarnates).
I'm done worrying about that, though. For the moment, the developers are pedalling raids. When they're done with that, we'll see. Long as I have my Titanic Weapons and proliferated powersets and power customization, I'm not all that worried. At least now I know what I'm waiting for. -
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Let me preface this by saying that I LOVE the idea behind backpacks and jet packs. I've been turning my fingers raw campaigning for backpacks for years now, and just the mere fact that we have one now brings me great pleasure and hope for the future.
However, some of the fears I had about backpacks seem to have been realised with the Steampunk Boiler backpack, namely that the attachment and alignment on the thing is... Ugh. I posted the following screenshot back when the pack was in Beta:

The Steampunk backpack seems to be anchored not at the shoulders or at the waist, but somewhere in-between, at around the level of the shoulder blades. What this means is that when the character bends forward as the Huge model likes to do when running, the thing sticks WAY far off the body. What's more, the Boiler backpack has a convex back, with the mounting point actually protruding from the body of the pack quite a bit. This makes the thing look like it's mounted on a frame bolted to the back more so than like a backpack.
Moving forward, I want future backpacks to be rendered MUCH closer to the back, with a back shape that matches the curvature of the spine more closely. What I also want to see is backpacks extend farther inside the model's torso - clip with it more, as it were. If they did this, then there' be more backpack to show up when the character bends forward, making the pack seem less like it's sticking out. Finally, packs need to either be articulated in at least one place so as to follow the curve of the spine as the character animates, or otherwise they need to be small enough to not extend below the bottom of the rib cage where they could clip with the lower back.
I want to see more backpacks. Lots more backpacks, as a point of fact. I've been waiting for these things for years, an I hope and pray that we'll see actual running jet packs before too long. However, I also believe that there's more work to be done on the backpack tech to make the things fit our backs better. -
I'm not sure how many returning players Freedom will attract. When subscribers leave a game, it's usually for a good reason, and everyone I've ever known that has left City of Heroes tends to be back from time to time for all of a day, never to be heard from again for another year. I have a friend of mine that played the game with me for, like, a day, before politely explaining to me that he liked WoW because it had raids and gear and loot and PvP. Strangely enough, talking to him about Inventions and Incarnates hasn't gotten more than a "meh" out of him, so I'm not sure what his deal is. When CoH goes freedom, I'll definitely bug him to try the game again, since he'll be a Premium subscriber, and if he likes it enough I might even get a few extras for him. However, I strongly suspect that I won't be able to keep him in-game for more than a day anyway.
Beyond that, I have another friend who managed to ask me when City of Heroes is "going free" twice in the span of a week, despite me telling him "not for a few months" both times, so he's clearly excited. I highly suspect he might be interested, though I also highly suspect he'd never pay money for the game. We live in a culture that has seen me mocked and ridiculed for paying for a game instead of pirating it, and it's doubtful that someone with his budget and beliefs on software property laws will start paying for an MMO. Knowing him, I'm also not sure how long he'll stick with the game before he gets bored. He's not exactly the patient type, but I'll do what I can to keep him around if and when he tries the game.
Contrary to popular belief, I do actually enjoy playing with my friends when I can achieve that, it's just that I don't know anyone in my area who plays the game and most of the friends I've made in-game either are in radically different time zones, have left the game or otherwise log in too infrequently and play on different servers from me. -
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Assuming the three weapons we saw - the Buster sword, the railroad crossing sign and the sword with swords in it - are guaranteed, here's what ELSE I'd like to see:
*A very long, very wide and specifically very THICK conventional two-handed sword, like the one they call the Zweihander.
*A large, heavy, long-hafted double bearded axe, even if it's not wielded like a classic axe. Something like this.
*Some sort of large hammer with a long handle and a heavy head, kind of like this exaggerated sledgehammer.
*An artist's misunderstanding of how a scythe works, constituting a long-shaft weapon with a parallel curved claw blade at the end, used for piercing with the tip and slashing with the blade curve. Something like this "scythe."
Once this is done, I want to see Tech, Vanguard and Rularuu versions of all of the above. -
Quote:To save you guys sole fast-forwarding and rewinding:Not big enough.
http://www.youtube.com/watch?v=BVjJk...eature=related
I just want 1:45 to be the tier 9.
Link to first attack
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Quote:My measuring stick is going to be the Legacy Broadsword for women. What I want to see is for every single Titanic Weapon model - even the smallest one - to be bigger in the hands of a Female model than the Legacy Broadsword is. If this isn't the case, then I intend to make myself a pain in the *** campaigning for them to be made bigger. "Titanic" Weapons - in the sense of really big weapons - is the name of the set. I expect really big weapons, not "big weapons except for women, who shouldn't be using big weapons anyway."I want them to be slightly bigger than the Legacy Broadsword at the very least. Not just the same size as the Legacy Broadsword.
I agree with you completely. The rescaling of weapons is probably my biggest point of disagreement with BABs back in the day. His argument - which does make sense - is that they scaled weapon models down for women because women had really small hands. Leaving aside the fact that I don't like women having such small hands, the result is that almost all of their weapons are TINY! If it's at all possible, I'd love to see Titanic Weapons being as big for women as they are for men and Huge characters.Quote:And I don't see why the weapons can't be the same size across all the models. Look at one of them...Rail Road Crossing sign, that should be the same size no matter who grabs one for a weapon. If it's Titan Size for the Huge Model, then I want that size for female models
If the hilts on some of those end up a little too thick for the female hand to hold... Well, how about expanding the grip on the hand a little bit? Right now, characters hold weapons with a fist closed so tight they couldn't even cold a piece of string. They use, as a point of fact, a fist closed for punching. If they expand the grip a little bit, then the hand will be able to grip larger objects.
I ran into a similar problem when designing Brutticus, as you can see here. The shaft of the Legacy Battle Axe is still scaled for the Huge model's giant hand, and as such is too small to be held by the Female model's tiny fingers. My solution was to go for manhands and use the Large Gloves so as to increase the size of the gripping hand. And it worked so well that I've been trying to suggest adding a larger bare hand for women as a custom glove option. It's clearly possible if Large gloves can do it. -
Quote:OK, I'll grant you thaton a random thought: just how normal would the heights of everyone in Paragon and the Rogue Isles be when even in Paragon, a city in the United States, has a nuclear reactor that's known to be able to cause weirdness in the powers of Super Heroes and is attacked regularly by villains?
Let's not even go into Crey waste run off, the fact that both places city over FREAKIN' ANCIENT MAGICAL RUINS OR LOST CIVILIZATIONS, and god knows what else.
But I just feel that keeping civilians and most non-monstrous NPCs at the same general average height, within 6'', give or take, would be a better choice in terms of visual appeal. A lot of characters are defined as much by how they relate to ordinary people as they are about basic numerical stats. As I mentioned before, my giant robot is supposed to tower over almost all of his enemies unless they were somehow giant, which would require him to be as big as a Fake Nemesis in this game. Having him be about as tall as so many seemingly ordinary people irks me. Inversely, my feline mystic assassin is supposed to be in the shape of a somewhat tiny woman, relying on speed, stealth and a cat's reflexes to win fights. Having her be smaller than most of her enemies is almost a must-have. I didn't make her TOO small since I wanted her to still be somewhat comparable to Paragon City civilians, which made her taller than almost all Praetorian women O_o
Never mind fighting or committing crime. Heels are a bad idea for something as simple as walking up a very steep hill (last time a lady tried to do that in heels, I had to essentially carry her up and down), walking over uneven ground (like the busted-up rotten sidewalks in my town that women in heels always walk around) or walking on sand or soft soil. I had a hearty laugh in the Harvey Maylor mission about the missing reporter when she makes notes about meeting a contact in a cave, one of which is: "Wear comfortable shoes."Quote:This is the only part of the character designer that gets to me, because it's mechanically unworkable no matter how you try to spin it. Heels are categorically a bad idea if you're going to be doing anything even remotely as physically active as fighting (or committing) crime.
In which case the running animation doesn't even matterQuote:Unless your character is in permanent hover/fly mode and never gets involved in melee combat, you're violating a pretty basic law of combat anatomy by donning heels.
I have a few characters like that, myself, as I do eventually grew to like the shape of some of the high-heel boots the game offers. And, yes, these almost always fly, and never land unless they have to rest or unless they get dead. Interestingly enough, I can't say that the actual WALKING animation looks like it's don in high heels. Sure, it has a lot of butt wiggle, but that's perfectly doable in flat shoes, too.
That's kind of why I've always been in favour of adding custom running animations, even if we have all of three options. I just HATE how women run, and have hated it since all the way back in 2004 when I made my first female character. I'd like some more options here, at least for the women I have running around in Large boots. Changing their footsteps to not sound like high heels would be nice, too.
I don't really have a problem with heroes and some NPCs being bigger than normal, but the thing is that the game has no "norm." Most of the old NPCs are giant, including the old civvies, most of the new NPCs are tiny, including the new civvies and rescaled old ones, some NPCs are ridiculously huge, like all of the Freakshow and most of the Ubermenshcen/Cor Leonis soldiers, and some NPCs are ridiculously small, like most of the Crey Agents, Scientists and Security Guards. And then there are the giant university professors. I guess PhDs make you grow a good two feet taller.Quote:I can understand why -heroes- are bigger than the NPCs. That's the way it should be. You can even understand that in the gangs, the bigger/taller, stronger guys (especially in gangs like the Trolls) would get further and last longer.
Civilians however, and the weird way the entire world is scaled wrongly (take a look at the cars sometime) means that he looks, on a good day, about average height in his civvies.
Personally, I'd be all in favour of doing a pass of all NPC models and re-evaluating which ones are supposed to be giant (like the Freakshow are now, and like the Trolls should be upscaled to be), which are supposed to be normal height (like Crey personnel and Malta soldiers) and which are supposed to be tiny (like the Red Caps and Wailers), then rescaling all of them as necessary. Civvies need to look like they can fit in the cars they drive and walk through public restroom doors without smashing their foreheads on the frame, after all. -
Quote:Inversely, it will for me as I don't put my characters in Super Groups. Now that Global Chat is as prolific as it is, I see no reason to bother.Not for me. I love that 100k prestige bonus my praets get the first time they join an SG.
More than that, though, any character I put in Praetoria has to be somehow politically minded. I can't just have a nice guy who wants to do nice things, because in a grey and grey morality, there are no nice guys, just different shades of *******. If I DO ever make characters with a keen political mind and an overpowering desire to belong to community, group or faction, I'll return to Praetoria, but for more general characters who, you know, have THEIR OWN background, it's the old game for me. -
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I actually WOULD like to see BABs replace Blue Steel, to be honest. He always looked out of place in Galaxy City. Kings Row is where he was always meant to be. At the same time, Captain America Super Cop always looked... Weird to me.
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Quote:Yeah, I have a hard time making purely human characters, especially in appearance. I know they're a staple of comic books, but I just prefer weirder characters. They aren't all giant, of course, but a lot of them are aliens, mutants, monsters, robots and the like. In a game that gives me this much freedom, it makes sense to me to explore as many themes as possible.Well remember that Sam doesn't make a lot of HUMAN characters.
Let's also not forget that when you get to the max height scales city of allows, you can generally start throwing them being fully human out the window.
Part of why I say this is because I would love a taller height slider myself. Why? Because I have a character who's an old Soviet Robot and I can't help but feel he should be a lot more massive. I also don't mind environment clipping in that case because I like to imagine him just smashing apart door frames and such and making bad guys @#$% themselves.
And I'd actually like to make even bigger characters, as well. My ultimate dream when it comes to height is for my characters to be able to look a Fake Nemesis in the eye. I probably wouldn't use that height on more than a couple of characters, but at the very least Tyler could use being bigger. And speaking of monsters, I've long since given up on making Xanta look like a real woman. That's not the point. She's born of the bloodline of the Trolls, inheriting their physical strength but not their ugliness or stupidity. She's supposed to be towering, grumpy monster that, luckily, had a kind heart to her just the same. Her entire point in thematic is to tower over all of her enemies and be imposing.
I apologise if that's how it came off. Yes, I'm aware that, in reality, women tend to be generally smaller in stature than men and generally weaker in physical strength. However, City of Heroes gives me the freedom to make a woman who is inhumanly stronger than any man, almost completely invulnerable and cool besides... But yet doesn't give them the freedom to make her not walk like she's in 12-inch heels or be taller than most men? Just doesn't seem fair to me, especially in light of bigots like Golden Girl who believed that women SHOULD be inferior to men in every aspect.Quote:Sorry, I don't know him. I went by his argument starting with "because as we all know, women are always shorter than men", which looks like to me as bringing realism/RL into it.
I had to fight tooth and nail for the recognition that women can have muscular bodies, a prospect that seems to make some people's heads explode (Whadyamean all women aren't Victoria's Secret models?!?), eventually having to resort to swapping in-game textures to produce those screenshots I keep banding about before even David Nakayama was convinced that the idea wasn't horrible and incredibly ugly. I'm merely asking for more options, and I get ridiculed for being a "pervert" over it.
That's Golden Girl for you. Every now and then I'll hear people talk about what kind of good, helpful person she is and wonder if maybe ignoring her was a mistake. Then I catch one of her posts in someone else's quote and remember exactly why I decided why I never want to see anything that woman has to say ever again. I've tried arguing with her and it doesn't work. It's like arguing with a rock. I just wish the forums would hide quotes from people I have on ignore, too, so I don't end up getting accidentally pissed off over things that I didn't want to see anyway.Quote:As usual, there are some blatantly offensive generalities here. While I personally think Sam goes off the deep-end when it comes to wanting large weapons, and tall women in this game... I would never call his desires "perverted." Nor would I characterize anyone's desire to have a tall female as somehow less than "normal."
I also fail to see how tall women turn them into men, or how every large sword indicates a dude with tiny man-parts.
Even WITH your "cute" smileys, this post seems offensive.
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You know what I'd like to see? An in-game slash command which would give us the height of any targetable entity in feet by the ruler, or at the very least the height of the humanoid ones. Then when I make, say, a 6'1'' character and every NPC towers over me, I can do a /getheight on them, see that it reads 7'5'' and use that information to give context to the problem. Because I'm sure most civvies in Paragon City are over 7 feet tall. -
Quote:It is there for Males, but it's only very slight. The Legacy Broadsword is only slightly larger than the Painted Broadsword, and Rularuu's Bane is significantly larger. The disparity is reverse for Huge models, actually. The Legacy Broadsword actually looks small in comparison to the oversized weapons Huge use, which are actually oversized even in comparison to their body size.I have always wondered why the Legacy weapons were so much larger than the custom options.. That disparity is not there on male/Huge toons?
In essence, Legacy weapons are the same size for all models, and as such serve as a nice measuring stick by which to see how much a model's weapons are shrunken or oversized. The Legacy Broadsword for women, furthermore, is what I'll be measuring Titanic Weapons by. We'll see how that goes.


