Samuel_Tow

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  1. Quote:
    Originally Posted by Arilou View Post
    EDIT: And of course, the new TF's are based on TEAMS. Yeah, you don't have a to-hit buff (unless you picked up Tactics) but hopefully SOMEONE does. (and if not, get a different team)
    True, but that then steps into "perfect team" territory with requiring not "just team-mates" but specific team-mates with specific powers. It's like back when AV regeneration was upped significantly and every team was asking for a Radiation Defender or Controller to debuff said regeneration. One thing I've heard City of Heroes players praise the game for was that you could just put a team together with any composition and it would work, allowing people to play what they wanted, instead what they were required to play.

    When I say "this is clearly designed by a different development team," I say this because just about anything in relation to this system is something I can quote people for praising the opposite of in the past. It feels like Positron and his team are designing an entirely different, largely unrelated game to stick on top of the existing game, and I'm simply not a big fan of that.
  2. Quote:
    Originally Posted by bAss_ackwards View Post
    Would it be okay with you if we leveled up as they did?
    "Levelled up with you" is a metagame concept, that's my basic point. What we're fighting is numbers, and not even clever numbers, at that, just bigger numbers. I said it before and I'll say it again. Make a simple Blood Brother slugger level 60 and THAT will be a challenge to a level 50 character (at that point, your powers are 3% effective and you have 5% chance to hit him), but exactly the WRONG kind of challenge.

    I've griped about enemies like Malta, the Soldiers of Rularuu and even the War Works robots before for being cheap, but at least they're cheap while still respecting the rules, i.e. they're still my level or whichever level I set them to, it's just that their DESIGN makes them greater threats thanks to their nasty POWERS. Being level 54 does nothing but say that this enemy is out of my league, and I fail to see how that applies to a Malta TacOps.

    Consider the Purple Patch and the arguments around that. Back at Launch before I1, people were fighting enemies 5, 6, 10 levels above them with quite a bit of success, simply because level scaling was far less severe. This made a complete mockery of the conning system - that being white con enemies, yellow con enemies, red con enemies and purple con enemies - requiring the invention of the bastardized term "deep purples" to denote enemies much higher level than the base. Normally, the conning system would handle that by giving you a base colour and swapping colours up from that. But when even the lowest minion you're fighting is purple, the conning system does not apply.

    To quote Kids Next Door's spoof of DBZ: "His power level is off the charts! Must... Get... Bigger... Charts..." If we are indeed supposed to be suddenly rebalanced against +4 enemies, then one would expect the conning system to have been extended, at the very least with shades of purple or some other indicator. But it hasn't been, and I doubt it ever will be. Why? Because no matter what some players may insist, we are not balanced against and intended to fight enemies 4 levels above us. This is outside the scope of the system, and as such makes for a cheap way to add challenge which simply takes less time and effort to implement.

    Simply throwing down high-conning enemies is a ham-fisted approach to adding challenge, because it's not interesting or unique, it's just the same enemies with higher stats. It also opens up teething problems, such as Mastermind henchmen conning -6 to enemies, at which point they may as well not even exist for all the good they do, as well as certain effects which are designed to be small but meaningful becoming irrelevant, such as low-level defence buffs from powers like Tough Hide or Cloak of Shadows.

    Furthermore, this introduces the problem of accuracy, more specifically the problem of requiring to-hit buffs. "Slot for more accuracy," people say, ignoring the fact that the lower your to-hit is, the less accuracy actually means because it's a multiplicative effect. According to Arcana's guide, you have a 39% chance to hit an enemy 4 levels above you, necessitating around 140% accuracy slotting, which thanks to ED is not achievable via accuracy slotting unless you intend to slot not a whole lot else in your powers and grab the Accuracy Very Rare. And even then I'm not sure you'd get that high. This, then, necessitates to-hit buffs which not every powerset combo has, most notably including Dominators, if memory serves.

    I have no problem with challenging enemies if it's done right. +4 enemies is not doing it right. It's a crutch which bastardises the entire system and throws power balance into a tumble dryer. Add to that the fact that the fiction behind this is badly uninspiring, notably lacking new enemies who could be a credible threat of such magnitude, and I see this as nothing more than developer godmodding. Yes, it can be beaten. Yes, one can prepare for it. It's still a cheap, lazy, cop-out way to provide higher-level challenges. We didn't need the Incarnate system to fight +4 enemies. The difficulty setting was fully capable of doing that beforehand.

    *edit*
    And something else to add, as well: character concept. There have been many arguments about "concept vs. performance," but even back in the old days, one could still always build for "enough" performance in part of his build and devote what's left of it to things that aren't necessarily optimal. Redundant travel powers if the character was envisioned to have them, Presence powers to denote a scary character even if he does not necessarily need more copies of Taunt and Confront, Darkness Mastery on a Dark/Dark Scrapper despite Body Mastery being what you need for higher accuracy and so on and so forth. Being prepared to fight level 54 enemies simply requires a more optimised build with a greater part of it being devoted to mechanics and a lesser part being devoted to concept, if anything remains at all. This is one of those things that has kept me out of most other MMOs - that my characters are meaningless abstract constructs existing as nothing more than tanks for their numbers. City of Heroes has generally been very good at making people invested into their own concepts and characters in the past, and I can only hope this continues.

    But the reason I say this is I intentionally built my characters to fight enemies my level, as opposed to cranking the difficulty up, not because I couldn't build better but because I needed the excess performance to invest in concept-appropriate powers. I have no intention of changing that.
  3. Quote:
    Originally Posted by Arilou View Post
    Because the you don't know Octavian unless you do the other arcs, and the Syndicate probably won't talk to you unless you have an "in" (they seem like a pretty insular group)
    I mention Octavian because I forget the names of the others already involved in the arc. A few Syndicate heavies assist me in the missions to acquire the Neutron Bomb, then Wardog orders me to betray them. So why can't I betray HIM and side with the Syndicate? One of my former Syndicate allies even says "What are you doing here? We weren't even going to kill you!" implying that they had nothing against me, personally and would most probably have been open to my job application had I offered it. Furthermore, this would be a good opportunity to give me a chance to turn to the path of honour, as apparently the Syndicate soldiers I'm fighting are from Wu Yin and Tub Chi Tan's faction who still care about honour over business.

    Please don't resort to semantic excuses when it comes to storyline possibilities. The only reason those semantic excuses - when they even exist, unlike in this case - is because the developers deliberately put them there to narrow the scope of choices, instead of simply providing a third option. I don't know why they decided to limit themselves to just two alignments the whole game over when clearly a "grey and grey" morality implies a THIRD, GREY morality, rather than "slightly less hero" and "slightly less villain."

    This is like the excuses I've been given for years, that "You can't oppose Arachnos! They'll just turn off the mediport reclimators!" Well, yeah, maybe, but WHY was the game written so I rely on their reclimators? If even my double can steal a Mediporter from a Council base and use that, surely a crafty villain can find a way to save his own ***. I mean, we have bases with reclimators in them, don't we?

    Writing your story so that it deliberately robs people of choice should not be used as the excuse for lack of choice. Because when it is used as that, I then turn to ask "Well, why was it written like this to begin with?" City of Villains I can excuse. The game was intended to be railroading and the illusion of choice was never a design goal. That's understandable. But they set out to build Praetoria on the basis of choice, and yet still wrote an intentionally railroading story with almost no choice in it. Why?
  4. Replace "future content" with "fighting level 54 enemies" and this thread becomes a lot more grounded.

    For the longest time, this game was balanced against even level enemies, where enemy powers and mission design were used to provide quote-unquote "challenge." Everyone built for what the game was balanced around. Not everyone will rebuild for the poor man's version of challenge, otherwise known as "the computer is a cheating *******."

    Historically, jacking up enemy stats and giving them palette swaps has been just about the cheapest, least inspiring method of adding fake difficulty, just trailing behind "supposed to lose" fights.

    I will say one thing, though - it's becoming quite obvious that a completely different development team is working on the Incarnate system.
  5. Quote:
    Originally Posted by Eiko-chan View Post
    Yeah, the Power arc really goes downhill after Tami Baker.
    It seems like the Crusader arc does the same. The initial stages of it were relatively good, in the "I just want to smash stuff!" sense of heedless anarchy, but by the time I got to Nova and accomplished Wardog's arc, it was back to business as usual. Why do I say this? Well, I just got past Wardog's moral choice mission.

    I knew from scene one that we were going to detonate a neutron bomb in Nova Praetoria, and the reason why is we couldn't get it topside, so "poor" Wardog had to "sacrifice" himself to wipe out a whole bunch of PPD and TEST Rangers. So what choices am I given?

    A. With the Seers broadcasting this to everyone, now is the time for the Resistance to make a stand!

    or

    B. With the Seers broadcasting, now is the time to suck up to the Loyalists!

    At least that's how I read the options. I don't know, this just seems odd to me. Why is it that my only alternative outside of the Resistance is Cole's administration? What about an option to take the detonators, walk back topside and hand them over to Octavian, letting Wardog and Vagabond get killed by the TEST in the sewers. After all, the Syndicate were trying to stop the bombing. Why can't I help them?

    Though, I suppose, given the limitations of faction-on-faction warfare, this kind of works.
  6. Quote:
    Originally Posted by Megajoule View Post
    Sam, I believe that the depth you desire cannot be reasonably/practically achieved in a game of this scope. The choices are kept simple (where there even is a choice) because they have to apply to tens of thousands of people. This is not one-on-one roleplaying with a human GM who can listen to your reasons for your character's actions and give you a personalized response. It's not even a single-player "RPG" with deep conversational trees, the options of which will inevitably miss some possibilities and desired choices.
    The thing, though, is I'm not asking for Mass Effect or Alpha Protocol here. I don't need to see my choices have a direct effect on the world or be presented with exactly the choice I have in mind. "About right" will do. The problem is that the game doesn't even bother to pretend it's giving us a broad spectrum of choices. It's like the game asks you "Will you save the kitty from the tree?" and gives you three answers:

    A. Yes, it's the right thing to do.
    B. Yes, but only if you pay me.
    C. Yes, because I want to spite that guy over there who says I shouldn't.

    How about "No, I won't, it can bloody well jump down on its own!"

    ---

    That's really not the point, though, or not the main point, anyway. The main point that bothers me here is that we're always followers, the entire game through, and especially in Praetoria. It's always Vagabond's plan, Wardog's plan, Interrogator Kang's investigation, Dr. Steffard's task... It's always about faction identity.

    About the only place this isn't as much the case is the Loyalists Power arc, but even that loses traction about half-way through and still throws us into the service of Praetor Sinclair or Marcus Cole or whever else that may be. And even when I swap over to City of Villains, the first thing I see is non other than Viridian, offering me to work under Arachnos, apparently in an attempt to explain why Arachnos mediporters will work on us.

    And this doesn't have to be this way. It's not about technical limitations or the limitations of the genre. It's about a conscious decision to write all of your characters as somebody's lack because you don't know how to write a story where they aren't.

    There are stories in the game (new stories, I mean) where we don't act like lackeys, but they are so few and far in-between it's like the developers don't want to put them in.
  7. Quote:
    Originally Posted by Oathbound View Post
    UGH. God yes.

    That's what I was thinking the whole time when deciding which weapons to use. NEED. BIGGER. GUNS.
    You could have gone with the Match Compensators Sure, you can't colour them, but they're probably the biggest handguns in the game in terms of bulk.

    Speaking of which: I SO wish we had an AT that could use handguns and wasn't squishy...

    *edit*
    I also figure I should include an older character of mine I made some time ago - Akili, my reptile girl:



    I know she's not exactly relevant to the Animal pack, seen as how she doesn't use any pieces from it, but I figured she was relevant to the thread in spirit, plus I wanted to show off
  8. Quote:
    Originally Posted by Leo_G View Post
    Lol well what if you ended up dying for the effect? Nobody commented about that.
    I didn't think you were serious
  9. Quote:
    Originally Posted by Leo_G View Post
    What I'd like is for origins to actually *do* something in that respect, not so much that you're getting a buff or that you can't choose what it is, but that you should be doing stuff that makes sense for the origin itself. Maybe that Circle of Thorn's hold doesn't last as long or is reduced in effect because I'm a mutant. Or that the mutations of the Devouring Earth can be suppressed by the powers of science so they can't pull up their little pet buffs right off. Or *something*!
    I have a problem with this in principle, in how you define who should have what effect against what. In various fiction, I've seen technology-based characters find themselves helpless before magic because... Well, it's magic, such as Darksiders, and I've seen technology-based characters suppress and overcome magic because it's "weak" to technology, such as in the world of Arcanum: Of Steamworks and Magick Obscura. I have, as a point of fact, a character called Mage-Killer Po, whose technological powers centre around tech shields to ward against magical effects and energy weapons designed to affect spirits and cut through magic barriers. By contrast, I have a technologist who wouldn't know magic from a parlour trick if you gave him a road map, yet owns his own R&D corporation.

    The chief problem I've always had with making Origins mean more is WHAT they should actually mean. I have never, for the life of the game, seen people agree on what even a single Origin means or represents with any sort of majority.
  10. Quote:
    Originally Posted by opprime28 View Post
    I decided it wasn't worth my time add in a pool at the time I built my house. It was known, however, that my intial plans for a pool were included in the blueprints and in my hiring. Meaning I clearly originally wanted a pool. There were several concerns including time, money, and safety of my young children that kept me from putting it in at the time.
    Origins meant something in the game in pre-beta. It was decided to strip them of all meaning. You're arguing against an intentional, directed, specific decision the developers made on purpose, and as such you need to produce a convincing argument why their decision needs to be overturned, remembering that many of the developers who worked at the time are still with the game. You have so far failed to do so.
  11. Quote:
    Originally Posted by McBoo View Post
    Not every attack, only those that cause collateral damage. Avoiding collateral damage just adds a new wrinkle to the game.
    Adding friendly fire would also add a new wrinkle to the game, as well as adding a new wrinkle to the frown lines of every player who has the intention of teaming ever again. This is not a convincing argument.
  12. It's something I brought up before, but I'd like to see a new version of the face, not a replacement of the existing Feline face, which I've used for non-furred characters, as well.
  13. Quote:
    Originally Posted by MajorDecoy View Post
    No they can't, no body to target when you Self-Destruct.
    You don't need to target yourself... Let me rephrase that - you CANNOT target yourself, so that's no impediment to using self-resurrect powers. This was one problem BABs mentioned when the power was being added, and which was never addressed.

    All of that said, self-rez powers are deliberately vastly overpowered. Rise of the Phoenix and Soul Transfer are both autohit and have seriously nasty effects on them, and they have significant heals and endurance returns on them. These are not powers to let people use while not dead.

    About the only thing that actually bothers me about dying to use a self-rez these days is debt. If a self-rez could remove the debt incurred in, say, the last 60 seconds, then I would have no problem with them whatsoever. You can do the same by dying and using the power? So die an use the power!
  14. Samuel_Tow

    2010 4Q earnings

    Quote:
    Originally Posted by End Sinister View Post
    One day City Of Heroes will inevitably become free to play in some form, that much I know.
    I will say one thing - if I have to choose between "free" to play but still playable and "gone to the dogs," I choose the former. I still like the game, despite everything.
  15. Samuel_Tow

    2010 4Q earnings

    Quote:
    Originally Posted by Void_Huntress View Post
    So I can't interpret the following as a loosening of the leash on mentioning related game products when they're genuinely relevant to a discussion?
    One only hopes.
  16. So it's not just my growing impatience that makes it seem like the game takes AAAGES to long. Good to know.
  17. Samuel_Tow

    2010 4Q earnings

    Quote:
    Originally Posted by Leandro View Post
    Server load does not equal population. Maybe the increase in load is not related to the number of people logged in, but rather to a change in infrastructure which caused the same number of people to increase the server load considerably.
    There are certain things which seem to "load" servers disproportionately. ITF "hill lag" and Khaan "second mission" lag are just a couple of examples, but any time you have many people gathering in one place, you produce disproportionate lag. Years ago, I was part of a Hami raid that crashed Victory twice.

    I'm not saying that is or is not the cause of the higher server loads, but I do know people have been doing a LOT more ITFs lately, and a lot more Khaans as of this last week.
  18. Quote:
    Originally Posted by Goliath Bird Eater View Post
    When talking about Praetoria and morality, why doesn't everyone just do the smart thing and ignore everything GG has to say?
    One can only dream. Even TechBot doesn't seem able to ignore that woman's influence.

    ---

    I'd left of doing the Crusader missions indefinitely (and having done them now, for good reason), but running through them now has shown me ONE good thing: Vagabond. You know, the old grizzled military guy in camo pants and a huge beard? Yeah, he's a jerk and just as malicious as the rest of the Crusaders, but seeing him actually let me put into words what really bothers me so much about how morality in Praetoria is presented.

    You know what's the most different about Vagabond? He isn't wearing a Resistance uniform. Oh, sure, Scott and the Trainers don't, but they don't really do much. But here is a contact for the Resistance - and a crusader, no less - who does things, gives missions, has goals... And yet doesn't feel like he's rubbing a resistance badge in my face the entire time. Vagabond, at least to me, feels like just some old bum who crashes with the Resistance, taps their resources for his own purposes and makes sure to help them out here and there, but he doesn't feel like he IS the resistance.

    Every Resistance and every Loyalist contact out there feel like out-and-out propaganda for either side. It's always their faction that's to thank or to blame for everything that happens, it's always their faction's goals that they're fighting for, they always agree with their faction's ideology... It's faction-on-faction warfare, where people on both sides feel like they're completely brainwashed to see themselves as the resistance in the same way soccer fans will talk about how "we" beat "you" when describing the results of a match.

    And while that may be appropriate for the single-minded goons that Praetoria seems to be made up of (seriously, talk about lacking character depth), it's not appropriate for my characters, because my characters are written and designed as able to think in more than binary choices. And I'm never given a third option. I'm never allowed to question my superiors. I'm never allowed to argue with my contacts, I'm never allowed to make a stand. Even if none of that matters in the long run, even if they're just meaningless fluff options, I still want to have them. Not letting Jack Hammer have his Fixadine because I don't like junkies, and instead giving it to the good doctor to work on his vaccine is what I mean. It doesn't matter to the game, but it matters TO ME.

    And yet when I snag the whole Fixadine stash, what are my options? Let the Resistance have it and subjugate the Destroyers or hand it over to the Loyalists so I can suck up to them. How about "I don't like junkies, so I'll set bombs and blow this stash up so that NO-ONE can have it?" Not an option. Why? Because this endears me to neither the Resistance nor the Loyalists, and we all know that all Moral choices have to endear me to one those factions. Or, hell, why not be a dick and sell the Fixadine to the Suydicate and let THEM control the Destroyers? Make some money, get put in as the CEO of a random corporation. Why not? Well, because it doesn't suit either the Resistance or the Loyalists, and we know that's all that matters.

    ---

    Call me crazy, but I have to say this: While the STORY of Praetoria is pretty well-written, none of the characters that take part in it have any depth to them. All of the characters we meet are two-dimensional stereotypes wholly and solely defined by their faction identity and never with any identity of their own. Cole is perhaps the only one who seems to have some semblance of depth, with the feel that he actually does want to be a good guy, but doesn't feel like he can afford it, but everyone else is just a basic single-sentence write-up. And I'm ashamed it took me this long to figure it out.

    When we speak about depth, look at Crimson. He's generally a down-to-earth, all-business spy who doesn't seem to value human life or the law of the land, who is not above framing or even killing bad people, and who intentionally let Melvin be tortured and lose his life to Malta just to test him and Indigo. But on the other hand, he himself describes himself as "an old spy with too much blood on his hands," and from everything he says it's clear that he genuinely cares about Indigo. And even when it comes down to the wire, he'll still do the right thing instead of taking the law in his own hands and going out for revenge.

    Or how about Pia Marino? Despite being a Seer of the Fortunata - one of the blandest, easiest, most uninteresting ways to write characters ever known to men (and the Seers of Praetoria are no different) - she still has so much character to them. On the one hand a professional with not just a reputation to guard, but years of training behind her, who nevertheless falls for an obvious conspiracy based on the vein hope of reuniting with her brother. She has very real desires that she tries to suppress, but ultimately fails, and when it's all over, Pia is left even more conflicted than before, but with a new-found resolve... Even if in melancholy... For her job.

    About the only one with this level of depth in Praetoria is Investigator Kang, and only because he shows up in something like three other arcs after his own.
  19. And I'd like to add that we need Animal Fur not JUST for Flat boots, but also for Smooth/Bare gloves, as well as Large and Bare boots and gloves.
  20. There has been a persistent problem with the animations system for years now, which goes something like this:

    If you activate certain powers that end up in something other than combat mode - namely Build Up and its clones, Dull Pain clones and really anything with that animation - the game will put you in a "fake" combat mode. I say fake, because this will return you to your default idle animations, such as looking around -> hands on hips -> arms crossed -> etc., but the game will treat you as though you're in combat mode and transition you into that as soon as an attack's animation is over.

    This is problematic for several reasons. Firstly, it looks really, really bad. Normally, attacks are designed to transition from the standard "left foot forward" stance into their animation, and then back into the "left foot forward" stance. When you're stuck in this fake combat mode, however, they will transition from idle to combat to animation back to combat and back to idle. This looks jerky, it looks weird and it always puts you in a relaxed, casual stance in the middle of a heated battle.

    Furthermore, certain attack animations are slightly longer than their mandatory rooting times. This means that they can be "interrupted," but that if you don't key an attack after them, the animation will play in its entirety. However, this fake combat mode will interrupt attacks as soon as their root is over and return you to base stance, meaning that things like Jump Kick, Stun and the alternate Eagle's Claw animations are always cut off. Moreover, interrupt animations will not play in this fake combat mode, because the fake combat mode's stance will override the interruptible portion of the attack's animation. The result is that, for instance, Assassin's Strike will see you standing around like a dolt, looking side to side until you suddenly snap right to the actual attack portion of the animation.

    This fake combat mode is as persistent as the real thing, and will stay active pretty much for as long as you fight. In fact, since there is no transition between that and non-combat mode, it may actually stay on indefinitely. This is only true for non-weapon powers, of course, as weapon powers have their own unique activation sequences that don't suffer from this problem. This fake combat mode can be cancelled like real combat mode by pressing Escape several times, though unlike real combat mode, there is no visual indication that you cancelled it since nothing changes.

    If I had to make a guess, I'd guess this happens because certain powers transition into a stance that overlaps the regular stance, and somehow combat mode gets associated with non-combat-mode animations and stances. I've been reporting this for years and nothing has been done, so I hope posting about it here might at least catch somebody's attention.
  21. Quote:
    Originally Posted by Jophiel View Post
    I was originally trying to use the Resistance pants (with a dark secondary so it doesn't glow) which have a stitched look without the giant patches. But it wasn't an option when I was going through and I'm not sure if it's only a male option or under different pants or what. But I agree that your options for "tribal" are pretty limited.
    Resistance pants are only available under Tucked In pants legs for all body types and not as a regular Tights option, for some odd reason. And you are correct - the Resistance pants would brobably have cut it. I just about used the Warrior pants, but those were too ornate.
  22. Pandas typically have large black circles around their eyes, which is what I was going for here. I'm more concerned that the face isn't white enough to match the skin.
  23. When it comes to boots and gloves, Animal Fur textures exist for only two categories - Monstrous Hands and Smooth Boots. This is not sufficient. Animal Fur should also be available for:

    Smooth/Bare Gloves
    Folded Gloves
    Flared Gloves
    Spiked Gloves
    Finned Gloves
    Large Gloves
    Banded Gloves

    Folded Boots
    Flared Boots
    Spiked Boots
    Finned Boots
    Large Boots
    Banded Boots
    Flat Boots
    Stilettos
    Platforms

    A couple of years ago, I created Pandala:



    I'd like to switch from Tights to Animal Fur to better represent a panda, but the Animal Fur textures are unavailable for Large boots and gloves. Please add them there.

    Beyond that:

    Animal Heads on women are too small, and that's also a problem with the original Monster heads. Animal heads also disregard face sliders outside of the three main head sliders. Can they be hooked to the other sliders, as well?

    There is no "fur" option for hooves, which means making an ostensibly furred bovine becomes difficult because the hooves take skin colour, which is intentionally designed to mismatch costume colours. Could you please add either a furred option to them, or at the very least a version of Hooves that takes costume colours so we can match them to our fur a little better?

    The Bull head needs either another colour pattern mask that makes the whole face a single colour, or otherwise needs to take and use two colours so we can change the colour of the white nose.

    That's all I can think of at the moment.

    *edit*
    Oh, one more thing: Cane we PLEEEASE get some of the Monster/Animal feet options adapted to regular leg styles like Tights, Tights with Skin, Baggy, Kilts, Skirts and Shorts and so on? We already have a double of the Insect feet like that.
  24. Also, and I apologise for the double post, but I wanted to make a list of things the Animal Pack lacks that it really shouldn't, which I consider to be bugs.

    Animal Fur options are only present on Tights Chests, Tights Bottoms, Mosnter hands and Smooth boots. They also need to be present on:

    Smooth/Bare Gloves
    Spiked Gloves
    Finned Gloves
    Folded Gloves
    Flared Gloves
    Large Gloves
    Banded Gloves

    Folded Boots
    Flared Boots
    Spiked Boots
    Finned Boots
    Large Boots
    Banded Boots
    Flat Boots

    And that's at the very least. Why? Well, I'm trying to redo Pandala, as seen below, to use Animal Fur instead of Tights.



    The problem is that I CAN'T. For lack of animal paws, I've had to use large gloves and boots, just to give her the feel of those large, heavy bear paws. But Large Boots and Large Gloves do not have the Animal Fur texture (or Tights Sleek texture, for that matter), so I can't.
  25. Quote:
    Originally Posted by Jophiel View Post
    Samuel_Tow was asking about tribal cow-people earlier so I decided to make a pretty standard tribal design with one:

    A COOL PIC WAS HERE

    I was going to try one with more of a colorful baggy theme except I noticed that the cow head (maybe all the animal heads) really overlap onto the chest bits and bleed over the symbols, etc. At least they did on Baggy, I didn't try Tights. So, anyway, I messed with it a little but wasn't getting the effect I wanted and gave up for the time being.
    That's not a bad idea. Skulls with ribs shoulders are something I somehow always seemed to just tab over without noticing it, and the red body paint in the shape of a rib cage is a pretty cool idea. I think I mostly settled on an iron mace, however.

    The problem with a savage/tribal look is that the game really only has one clothing textures for it, that being the rough patches you used. The problem is I've also already used that almost as-is on Brutticus, and I really don't want to make Brutticus again, but with a cow head.

    Since I stopped at a mace for a powerset, I've started thinking if it may not be smarter to go with a different design, considering the game only has one tribal costume. Perhaps something more iron age, something more medieval. Now, of course, I've already used a semi-medieval design on Xanta so I can't go with JUST the Medieval pieces and call it a day... But I could probably get close, possibly using Armour Plate. Or Valkyrie. I'll see if I can't get a pic of what I have in mind.

    *edit*
    Here's a pic that... Didn't come out quite like how I expected it:



    I like biker cow. A LOT! This is the one I'll be using, in fact