-
Posts
14730 -
Joined
-
Quote:That's kind of what I was asking for. I'm also biassed, so please allow me to explain my bias:depends on the theme. my bs character, lady bizzybee would not work with a titanic sword. she is supposed to be a more graceful fighter, and by all accounts, titan will be more of a brute force themed set.
I don't like "free hands." When given the choice of medieval weapons, I will pick either a one-handed weapon and a shield, a two-handed weapon or dual-wielded one-handed weapons. It simply looks odd to my sense of aesthetic to have a character use, say, a small one-handed weapon in one hand and use the other to essentially wave around and occasionally punch things. It may work well in more down-to-earth fights, but when you crank it up to eleven, it bugs me.
The aforementioned Lady Bizzybee is a good example of where a single one-handed weapon would be appropriate where a two-handed one wouldn't be - for a fast, agile, skill-based fighter who relies on athleticism. I'm not sure if that's precisely what the character in question is, but that's the impression I'm getting. This, in turn, actually reminds me of a sword user that I have who won't be swapping, the one called Mage-Killer Po. She's a Stalker who uses a combination of cloaking devices and sneaking techniques to use the drop on mages and then fights them with the grace and speed of a cat. A Titanic Sword is a strength weapon more so than a skill weapon, so it only makes sense not to switch.
That said, I have about five other swordsmen and, err... "Swordswomen" who I may end up swapping. Most specifically, I'm looking at the one they call Herald of Light, who looks a little something like this:

Depending on how the animations come off and depending on the weapons we get to choose from, he may end up being rerolled. And he's level 42... Curse my enthusiasm! -
-
-
I don't disagree that something could be done. I just want to see a purpose-built system for it. I recall as far back as Neverwinter Nights that games have used some kind of "wobbling" rig for hairstyles, which made hair less wavy like a piece of cloth and more just wobbly like... Well, like real hair. Long hair might still be a problem, but only for the extremely long ones. Shorter hairstyles should still work, though.
-
Quote:Ah, yes, there was that, as well. You're not the first person to ask for costume tokens to fix newly-broken costumes. And this isn't a case where the person could just wait for a post-fix fix, since as far as I can tell, the Steampunk Jacket is working as intended. And even if the colours are reversed, then the people who swapped will end up broken.Could we get some costume tokens for the issues here and the fact that we've needed to fix them with inf/tokens of our own?
I don't think we've had free costume swap tokens for pretty much anything in quite some time, actually. All my old characters have something like 40 or 50, but all characters newer than about 2008 have only the default 11 that I have between all my veteran rewards. -
Seems to me like a retread of the Team Seek interface. You see people begging, pleading and even crying for a team. Then you search for their name and they have no search comment and are set to "Not looking for any."
-
Quote:I think you're going about this the wrong way. It doesn't matter how bright an aura is, player aura soup will always be brighter. So, I think what we need is an aura that tall enough to tower ABOVE the playing field so that it's easier to see. Claim that Anti-Matter is using a satellite to disintegrate players an give them an aura akin to the "pillar of pain" from Broadsword, only where that extends seemingly to the centre of the earth, have the Disintegrate one extend to the top of the skybox. It's just about the next best thing to an arrow pointing to a character.Suggestions: have an unmistakably brilliant aura that makes the disintegration target visible. Have pressure release valves that redirect the reactor pulses skyward, if they are clicked just before the pulse. This is interruptable, and guarded. This makes avoiding the disintegration death/heal more manageable, and gives different options than "HEAL EVERYONE!"
-
Quote:That is not "this" suggestion, however, and most of the rebuttals you'll see centre around there not needing to be more reason to rush to LEVEL 50.CoH doesn't have a favour system but they do have a Badge system you can use to keep track of things like this. Why not make it so every 50 badges you earn, you gain X amount of paragon points? The smart balance would be for the free player to unlock at least one nice thing through hard work alone, with some points left over.
As far as Paragon Points for badges go, aside from encouraging even more farming, I'm ambivalent. -
This actually reminds me of previous times when this has come into play, such as Romulus Augustulus. I've learned, in time, that there are perfectly valid tactics to defeating Romulus when you can't outdamage his healing Nictus, but when you can just dogpile him and beat him that way... Who cares?
-
Quote:No offense?No offense, but most of the hairstyles we have now aren't all that good looking either. At least Ghost Widow has the option, and unlike you, I think it looks pretty good.
The hairstyles we have may not all be great, but most of them are good, and very, very few of them make sense to be animated via the cape rig. The cape rig as a whole is designed to simulate cloth. Hair is not cloth, and the more you make it look like cloth, the worse it looks. Take, for instance, the basic Pigtails hair. That isn't doable in any way, shape or form as a cape, because it's two distinct pigtails and also because it's more of a rope system than a cloth system. Or take the Serrated Sugar hair - that one consists of sprawling clumps of hair which should all be animated separately. Or take the Spiky Tall hair. This needs to wobble, not hang down like cloth.
Ever seen a shampoo commercial on TV? Seen how they advertise hair VOLUME? Ghost Widow's "mop" lacks volume of any kind. It's entirely two-dimensional. Her hair looks like it's constantly wet, or otherwise constantly greasy. Long hair does not behave like this. It does not wave around in a clump. Long hair separates into strands, flows over the shoulders on both sides, splits into parts and such as it moves. What Ghost Widow has just looks wrong, because it looks like a "sheet" of hair. Which is what it is.Quote:It'd look better if she had some color. The whole "mop" thing you complain about is because, in order to look ghostly, her hair is white and has no highlights.
If we want animated hair, the cape rig ain't it. We'd need something better and more appropriate, because I prefer for them to give us something good, rather than throw in whatever they have lying around the studio, especially since that won't be applicable for more than a third of female hairs and precisely NONE of the male hairs. -
I'm actually not entirely against boss fights that restart if you lose (read: wipe), but bosses that can reset the fight with what I feel is a "cheap" mechanic? No, thank you.
Generally, I kind of don't like the approach where you can just keep flinging warm bodies at a boos and no matter how many times you die, all that matters is you keep dealing damage. But unless we can define a losing condition - which I don't think Keyes Island has - then resetting the fight is just a dick move. -
The problem with animated or moving hair is that it requires tech that City of Heroes simply doesn't have right now. What this means is we'll need an entirely new system to be developed to handle that, and with the development team being "frugal," I suspect they won't give a very high priority to that.
Animated hair using the Capes system is a mistake. It's both very limited in what it can look like and, quite frankly, it looks like crap. No offence to Ghost Widow, but her hair looks like a mop. It has no sense of volume to it, no sense of density. It looks more like a balding man's thinning-out mullet.
Animated hair would need to account for long hair, short hair, pigtails, ponytails, braids, Johnny Bravo bangs, afros and more. Pretty much each hair's "movement" would need to be rigged for that hairstyle specifically, barring extremely short or extremely greaser hair.
---
When it comes to hats with hair, that's kind of the same situation - hair options would need to be unique to each hat, unless the developers somehow enforced a standardised hatline like we have a standard waistline, but given the variety of hats we have now, this is unlikely. You can't just combine an existing hair with an existing hat, simply because when people put on hats, they compress the hair, something which doesn't work quite as well with 3D meshes.
What would be necessary for hair with hats is for hair "cutouts" to be appended to the hat, and those would need to be matched to the hatline dimensions of each separate hat. What this means is we'll likely only ever see a few styles per hat, basically bald/short/long/tail.
I actually don't believe this is impossible to do, or even "too much work," though, to be honest. It might increase the workload involved with adding more hats in the future, and it may be quite a bit of an art dump to do all at the same time, but it has the potential to be a mini revolution in costume design. -
On Time Stamps for chat:
I'd like an option to have that available, yes, and for the same reasons mentioned. I usually put a "Mark." line in my chat tab just so I can tell at a glance if anything about it has changed when the "Mark." scrolls up, but even then I just end up missing people's tells and ending up not knowing how relevant their offers are.
What time the stamp displays shouldn't be a problem. The /localtime command already prints the time of your system clock in chat, so there's no reason they couldn't be able to use that. In fact, we can kind of ape that already with binding our chat button to append chat messages with "say [$$localtime$$say ]"
If all else fails, there's always /servertime that's the same for everbody, and is the time on the system clock of the server, though this doesn't seem to be aligned to American time zones, I don't think.
When it comes to inspirations:
All the crap of who DOESN'T sell what is just legacy nonsense. All of this became meaningless the day they allowed us to convert inspirations. It doesn't matter if a contact only ever sells Insights. You can still have a tray full of everything. And while converting this way does cost you three times the Inspiration cost, but when that cost is 50 Inf, who cares? I can go into the Tailor and change NOTHING and I'll still get taxed, like, 16 000. How many inspirations can I buy for that?
All contacts need to sell all inspirations at all relationship levels. Furthermore, the Architect inspirations vendor needs to sell Awakens. Why she doesn't, I do not know, but fix it, please.
Also, on selling enhancements:
Can we PLEASE get rid of the ripoff, lower-than-normal sell prices of enhancements to the "wrong" stores? Example: If you sell a Tech SO to the Tech store, you'll get about twice as much INF as if you sell it to the Mutation store. If you sell any enhancement to one of those "buy only" vendors in Croatoa or the Shadow Shard, you'll get only ONE TENTH of the price.
Why? Why is this necessary? What was this EVER necessary? In ANY game? All it does is add one more hoop to what is already an annoying process of selling your vendor trash, and you're not told who buys what at a good price, or that a price difference even exists. If I sell a piece of salvage or a recipe, it scores the same place everywhere. Can we do the same with enhancements, please?
There are already stores which buy all types of enhancements at top price, usually in co-op zones. The Vanguard Quartermaster in the Rikti War Zone, for instance, buys SOs and DOs of all origins for the best price you can get... Yet the DO Clockwork Quartermasters in Praetoria buy ALL enhancements of the WORST price you're likely to get because they're the "wrong" store for all types. All that does is piss off new players, and the community gains nothing at all for this ripoff.
Non-Inventions enhancements aren't high-value items or a large-traffic commodity. They are not a good place for an Inf sink, so they end up just irritating to sell. -
All that does is give people even more reason to powerlevel to 50, skip all the content and irritate everyone along the way.
-
Once upon a time, BABs said he was doing just that. He was working to ensure that we would only ever play the weapon draw animation if we couldn't use a power at the moment, and if we tried to use a weapon-based power without the weapon drawn, we'd jump straight to the power's animation with the weapon magically appearing in our hands. He made some headway, but had problems with Shield Defence and then said he'd finish it after Going Rogue.
And then he left. -
Quote:I believe that's already takenMaybe there could be a player driven command like /nsync but now for stuck targets?
-
I'm not sure if that's a bug, but Nuclear Toast reported that his Steampunk Jacket colours swapped when he went to the tailor, primary acting as secondary and secondary acting as primary, "breaking" his costume. Also, it seems that people who had the original Steampunk jacket on a Male character are getting defaulted to a Steampunk jacket without the ascot, even though the original Steampunk jacket still exists.
As for apparently missing options, that may be a bug with the category arrows. For some reason, those could sometimes skip options in the list for no reason. I had that happen to me with gloves yesterday. I'd go from Monster to Zombie 1 to Zombie 2 STRAIGHT to Spiked gloves, skipping Smooth, Flared and Finned. Hitting the back arrow took me back to Zombie and hitting the forward arrow took me forward to Spiked. I had to open the dropdown list, select Smooth manually, and only THEN the arrows worked correctly. -
Quote:Considering bagpipes are also a Bulgarian national folklore instrument, you have at least one more supporter for bagpipes in me. As with any musical instrument, I feel it comes down more to the music and the performer than the actual instrument.Am I the only non-scot in the world that loves the sound of the bagpipes....
---
Someone raised a question to me last night, and I wanted to pose it here as well, as I couldn't come up with a decently answer for myself: Now that we'll have access to Titanic Swords, what reason is there to keep our regular Broadsword characters? Obviously, Sword/Shield characters HAVE to remain sword since I doubt Titanic Weapons will be usable with a shield, but beyond that?
So answer me this question: In your opinion, what instances can you think of where a Broadsword character would be appropriate, but a Titanic Weapons character with a sword wouldn't be, outside of Shield Defence? -
Quote:They have. This is by FAR not a new problem, this is just the first time it's been so prominent and public. Since time immemorial, Fiusionette has had a habit of getting stuck inside shelves, into the floor, inside ramps and so forth. Getting States in the new Tina arc anywhere through that damn purple cave is next to impossible. He gets stuck into almost every incline. Captain Deitrich also has the propensity to get caught on ramps or stuck inside railings.Flying NPCs have long (always?) had issues with certain types of geometry and getting stuck.
Flying NPCs have always had problems. Maybe now they'll get fixed? -
Quote:Yeah, it always makes me laugh when people say how "simple" and "easy" the game is. And then when you ask them to run a Sewer Trial with you, they have to walk the cat or rake the laundry or shovel the fridge or something....Abandoned Sewer Trial? Also, (the post I12 version) is one of the few truly non soloable TFs in the game.
Overcomplicated gimmicks do not an interesting encounter make. Time after time, game designers have proven that some of the most successful games, tasks and encounters are made of some of the simplest mechanics which simply interact in complex and unpredictable ways.
We've reduced our gameplay to quick time events. You see this cue, you press that button. You see a green thingy, you move to that place. You get hit with this, you use that power. It's a series of prompts that do nothing more than test your attention span. This is far removed from having people actually be aware of their characters and use simpler systems in complex ways. The developers have done all the "hard" work in scripting these events. You just need learn to respond to them.
In the very simplest of terms, calling a system where you know ahead of time what you have to do in every single instance of every single in-game event "hard" or "complex" is absurd. Any system which does not require the players to actually think and decide on their actions in real time is neither. -
I misspoke. I meant to say that it's a server designed to give a place where VIPs don't... "Mingle" with Free players. How's that? The VIP server really serves very few other proposes, and most of those are by proxy of what it is - an extra server - rather than what it represents - a VIP area.
-
I went about four pages back in time and found the old "Bugs with the Steampack" thread, but figured that a lot of those should have been fixed and so resurrecting that wasn't useful. So I thought I'd make a new one.
So far, I have only one bug to report. Though the Victorian chest piece for women appears to indeed have been fixed so it doesn't clip with jackets, it now clips with the character's breasts, and in a rather ugly manner. I don't think I've nudged the chest slider too high on this character (in fact, I think it's below middle - she's supposed to be a kid), but even so the chest piece clips with her chest just below her clavicles.
I haven't had time to play around with the rest of the options quite yet, so I couldn't tell you if anything else is wrong, but I figure if it is, we should collect those in the same thread like before. -
I want to jump in with Claws here, for one specific reason - the justification for the mere existence of a VIP server. We don't need a new server. We have too many as it is. We're not getting a VIP server so that we'd have one more. The only reason the VIP server is even being considered is for the notion that some players would specifically want to NOT team with Free players. That's literally the only reason it exists.
Now, obviously, this isn't the only thing people can use it for. It's a new server, so some names may (probably won't, but may) be available there when they're taken everywhere else, it's 12 more free slots and 36 more slots total, and it will have VIPs that people may want to play with if they're friends from before. There are plenty of perfectly benign reasons people can use to justify making characters on the VIP server. I can't think of any "benign" reasons why we needed a VIP server in the first place and more than anything else, why people say they're going to move there and never play on any of the others. And I've seen a few say that already, so I'm not making things up.
To a large extent, the sense of "elitism" is inherent in the very existence of a VIP-only server. Considering it's a server that's functionally identical to all the others except Free players can't play on it, I trust that should be easy to see. Clearly, people playing on the VIP server aren't automatically horrible snobs. But the server's basic design IS snobbish. -
Quote:True, true. I've been going over my Masterminds in my head, trying to figure out which ones have buffs that will be affected. Surprisingly, not a lot do. My Demons/Thermal one will benefit, obviously, but I played him very recently. My Bots/FF one will benefit, as well, and I might want to give him a once-over, actually. But my Bots/Traps, my Mercs/Traps, my Ninja/Storm, my Necro/Dark and my Necro/Poison will play the same, and my planned new Mercs/Pain and Demons/Pain ones probably won't, as well.*shakes Sam by his collar*
AOE BUFFS, MAN! AOE BUUUUUFFFFFFS!
That's not to say I don't care about the AoE buffs change. I do. To quote that one StarCraft 2 trailer: "Well it was about time!" I have nothing but good to say about this change. Not only does it make life easier for me, but it demonstrates that the development team is willing... On occasion... To alter their basic balance prerogative so as to make the game more fun to play, and that we needn't always be stuck with a horrible system because it's "working as intended." It shows me that player desire and convenience can sometimes trump developer intent, and that's a very good feeling to have.
All of that said, Titanic Weapons excites me more. Much more. AoE Buffs I appreciate on a logical level. Titanic Weapons turn me into a giggling school girl with anticipation
