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Posts
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Quote:Precisely. They're different animations, but they all revolve around the same activation sequence, or an equivalent one. It's not a problem of swapping animations, it's a problem of adding in a weapon, which is a whole different ballgame entirely.What they are doing is having different animations for a power which all use the same stance (which they already did for Super Strength and Martial Arts) and that is very different from different stances.
And even then, you introduce redraw into sets which previously didn't have it.
The groundwork for this isn't there. I'm all for this change, but as it stands right now, there are several large problems that need to be solved before this can be considered. -
Quote:I disagree. I meh at Kheldians because I tried playing them and they suck, at least without a team to provide what should have been in the AT all along. Their damage in human form is not enough to even begin to convince me to play Human at all. Even Crab form, the one that looks like it should trade offence for defence, still hits harder.Flipside, why are Khelds sometimes "meh"ed at? Memory of crap players, quite frankly. You know the ones. "Oh no, a void, I'm going to go hide! Someone kill it! EEEEEK!" Not damage scalars. Not "They go boom a lot when switching forms." But, frankly, players who play leeches instead of squids. Never mind voids have been nerfed for so long they're barely a threat. (Not to mention the whole "OMG it says epic and it's not godmode I deleted it at six it sucked!" crap that has been spewed over the last 15 issues.)
And Voids are very much real, tangible threats that single-handedly drove me to delete my Peacebringer and swear to never make one ever again. An enemy that can chain knock you down and stun you for good measure, who deals significant damage to your insignificant hit points pool and who is resistant to your damage in turn is not something I want to fight every god damn mission. When a basic Void Stalker - a lieutenant - harder to fight than the actual bosses I've fought in the mission, I turn off the game, or at the very least swap characters. And this isn't one or two of these guys. It's every missions, and outdoors, to boot. But I can turn off bosses. I CAN'T turn off voids.
Lastly, I don't believe suggesting Inventions as a solution to a problem which lacks other solutions is a good approach. I have no problems with Inventions presenting new, easier, better solutions, but I highly disagree with regarding them as the ONLY solution to any problem of basic gameplay. -
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Feel free to report it and have it moved, I don't disagree with you. It's just that I thought I was seeing things and wanted to make sure it wasn't just me
Truth be told, I'd have posted it in the official Aniamtion Bus Thread, but I highly doubt anyone reads that one any more.
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Quote:Elite bosses, yes. Most definitely. I firmly believe that at level 50, my character should be on even footing with a strong elite boss. Not necessarily numerically, as I don't feel the need to have as many hit points or purple triangles, but I need to be able to defeat this elite boss if I encountered him without knowing he was coming. If I'm running through a mission and spot an elite boss in the next spawn, I want to have a fair shot at defeating that.1. Do you favour the idea of being able to solo EBs/AVs/GMs, if so/not, why?
Archvillains and above, I do not care. In my opinion, archvillains should NEVER show up in solo or small team content unless the player is specifically looking for them. An archvillain, in my opinion, is a plot device used to allow content to scale with team size. As spawn sizes increase and lieutenants become bosses, so elite bosses become archvillains (even if that's what they were to begin with). That's normal and expected, and not something I would want to change.
In simple form - I want to see my character equal the the major players in the game, people like Miss Liberty, Lord Recluse, Marauder and so on. And for the most part, elite bosses deliver, and I plain don't see archvillains almost ever. And that's OK.
Have not, will not, don't care. However, if I had, I assume I'd feel like I do after defeating a mole machine: "Well, that's a chunk of my life I'm never getting back..."Quote:2. Have you ever soloed an EB/AV/GM, and if so how did you feel afterward?
To be honest, I don't know. We've only seen the half of the first slot so far, and that isn't exactly overpowering. Maybe it will, maybe it won't, but I don't want to speculate. However, if it DID... I still wouldn't opt to fight archvillains. Like I said before, I feel AVs should be team content and as a solo-mostly player, I should have no business fighting them. If I get level-shifted a lot, I'll just up my difficulty to compensate. Or, more than likely, up the "fake team size."Quote:3. Do you think the dynamic will change after the implementation of the Incarnate system?
I'm not interested in a "challenging" game, and so I feel no pressing need to pursue ever-greater challenges. Being just about equal to elite bosses if fine by me. Being stronger than elite bosses is also fine by me. Being too strong for existing content is no problem - that's what the difficulty settings are for. Currently, I'm set to +0x1, and there's a lot more leeway to go on that. -
I have to agree with the Lemur here. I already went through this with Champions Online's expansive promises and I know disappointing THAT game is. I'm not interested in more trailers and hype from another MMO that looks like it's going to be even farther a-left-field.
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We can still keep suggesting it nevertheless. Maybe one day they'll devote the resources to figuring out a way. That's really all that's left to add to the power customization system in terms of depth.
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Quote:I wouldn't worry. It's a valid concern had you held it, and you did phrase it hypothetically. I just wanted to go off on the tangent because I feel there's a bit to be said on the matter.yeek, just noticed how that sentence flowed, to clarify, i was saying that i am someone who is not knowledgeable about making games,outside of what i have gleaned as an outsider reading developer diaries from various games, not that i think they are holding back, that could have been read very differently than intended.
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Quote:And that's a valid concern. Why put things in regular Issues when you can hold them back and charge more? This, however, is not an issue of logic, it's an issue of trust. All we know is what they tell us, and they tell us that these boosters pay for themselves. We could choose to disbelieve them, we could choose to doubt them, which is practically the same thing, or we could choose to accept it. In none of the three cases was anything actually accomplished. The only way for things to be accomplished is for us to leave our marks on the bottom line and vote with our wallets, as it were. I, personally, am not outraged at the notion of super boosters for previously-stated reasons, and as such I vote "yes" with my money. People who are, I would assume, would vote "no" and not buy the boosters, and still others fuming mad would vote "HELL NO!" and cancel their subscription wholesale, I would hope with the proper explanation on the "Why are you leaving?" survey.I guess the problem is that for those of us(and i am thoroughly in this group) who really dont know the ins and outs of game programming and dont know the costs and timetables of this, it seems like sure they just have time to do all this stuff and they are just holding back
That, I would assume, is how the system is designed to work. What people have to remember is that, here on the forums, we mostly debate among ourselves. Complaining about a problem and making a big stink does not "scare" the developers, as that's pretty much status quo. The few developers who keep a close eye on the forums on a regular basis are not really Marketing, not that I've noticed, so there's little point to rant to them, either. Yes, we have that Marketing rep who made all of one post, but I still believe that if you want to speak with marketing, you have to speak into your wallet. That's where their ears are.
As far as what we know - provided we trust what we've been told - two things make content possible: guarantee of return after the fact or funding from another source. In this vein, content is most likely to be approved if it either seems like something that will be good "bang for the buck," as it were, or if there's money left over from something else - say a recent Booster Pack - and something extra can be scheduled for that money. In this vein, I see Booster packs as a win/win. They have both proven to pay for themselves, or at least thereabout, and they have proven to be able to pay for other things, as well. So not only are they a safe investment, they actually make OTHER things happen, in turn.
And on completely the other end of the spectrum, I win, personally, because extra costumes I paid for cannot be content-gated, because that WOULD be a ripoff. I paid for the costumes, I get them in the character creator, and my smile grows dangerously wide. -
Quote:Because it's difficult to explain if you haven't experienced it, or care much for the mechanics behind the animations system.My gosh, Sam, for such a simple question why you gotta stretch it out over 2+ pages?

That seems unlikely, at least for dropping out of combat mode, based on what BABs has told us. Combat mode isn't just cosmetic like a dodge animation is. It's actually a state that the character has to be in for attacks to actually find their animations. It's the reason we have weapon draw - according to BABs, the sequencer requires that SOMETHING play in the transition between modes, or activation sequences as he called them. So when I drop out of combat mode, it's more than just a visual glitch, it's the game dropping me in and out of an activation sequences repeatedly.Quote:I've had this issue since I started in 05. In fact sometimes there is no attack animation at all damage just happens by itself. I think the stance animations are low priority and if there are any lag issues (like during beta testing) they get dropped.
As I understand it, activation sequences can't really be "overridden" unless another sequence plays over it, and this "drop" happens in complete calm. One time, just as a thought experiment, I caught my character dropping out of combat mode and I ran away from all enemies. Completely without NPC interference, I did Dragon's Tail - a power which requires no target to activate - and was immediately dropped out of combat mode as soon as it was finished.
I don't know why this happens, and I couldn't guess as to the actual reason. However, I CAN conclude that it may be either something which is preventing Combat Mode from sticking, or something which constantly interrupts it. What that "something" is and whether it isn't completely different, I don't know.
I do know, however, that I've reported this before, but was beginning to think it only happened to me. With BABs missing, I'm not sure the bugs threads he started are relevant any more, so I wanted to put this question to the players, themselves. At least I know it's not just me now. -
OK, I need to address this, so let me explain:
"Combat mode" as I'm going to define it in this post is just the state of taking up one of the many combat stances that your powers leave you in after they animate. Usually, that's the simple "left foot forward" stance, or "rifle out and up" or that weird wide stance you end up in after the Storm Kick. This is what I mean by combat mode. Usually, you'd enter combat mode as soon as you press an attack button on your tray or keyboard, even if you don't actually have anything to attack, and you would stay in this combat mode for I believe 10 seconds, before returning to the standard idle stance (/em idle, more specifically).
This doesn't happen for me from time to time, and I don't know why. Here's what I mean: I would activate an attack, and AS SOON AS the attack animation ends, my character would return to idle stance. Because of how rooting works, that would often be before my character is even done animating and definitely before returning to combat mode. Sometimes it would look like animations even get interrupted, such as with the baseball pitch alternative to Eagle's Claw.
I don't know why this happens, I don't know when it happens, because by the time I notice it, it's been going on for quite some time. I tend to chain attacks one after the other via attack queueing, so I never notice in time until I slow down for some reason and notice my character always returning to idle "just standing and looking around" mode, which is VERY inappropriate for in the middle of a battle. Activating powers doesn't help - he'll just do the attack and default back to idle mode. Being attacked doesn't help, as he'll snap to the animation for taking a hit, then snap back to idle.
The only thing that seems to help is drawing a weapon, I assume because a weapon somehow forces its own combat mode thanks to redraw. My solution is typically to draw the Ghost Slaying Axe. I don't even have to take a swing with it. Drawing it out once "fixes" my problem and my character becomes once more able to stay in combat mode. For a while, anyway. Before long, something happens and I stop being able to return to combat mode. And I don't know why.
Originally I thought this only happened to female characters, but I was wrong. It happens to Female and Male models, at least. The reason I thought that is because this is the most obvious with Martial Arts, where Storm Kick will leave you in this very cool, completely unique stance when it's done, and it's a stance I just like looking at. As both my Martial Artists are women, I only ever noticed it on women. However, now I'm beginning to notice it on my Kinetic Melee Brute, and he is most definitely a man. I haven't tried Huge, but given how intermittent this is, I wouldn't have any good way to test it.
All of this is to ask the following: Is anyone else seeing this and is anyone aware of a workaround to it that doesn't rely on a temporary fix after the fact?
*edit*
After posting this, I Tabbed back to the game to find myself dead, killed while I was posting. I resurrected (Awaken + Break Free) and immediately thereafter found myself dropping out of combat mode, despite having "fixed" that with the Ghost Slaying Axe before I Tabbed out to post this. Could dying have caused this? -
Quote:Budget. The more things you can fit into the budget, the more things your development team can create. Maybe they hired extra temporary staff, maybe they cancelled a vacation, or maybe they did overtime. It's not a question of exactly what happened. It's a question of when it was slated to happen.Well we know that's what they told us and while I'm not calling it a lie, I'm not sure how it exactly translated into getting content out faster unless the booster packs paid for overtime.
One of the developers once said that you can have something done fast, cheap or well, and you only get to choose two of the three. If we want something done fast and well, then it can't be cheap, and I assume they wanted villain Epic ATs to be done well, so they had to pick between cheap but slow (i.e. next issue) or fast but expensive (i.e. that issue with the money from the Wedding pack).
Again, that's what the developers said. Unless you want to accuse them of lying, that's what they said. You can't get around that by saying "Well, I'm not saying they're lying, I'm saying their statements aren't true." I'm not accusing you of anything, I'm saying you can't have it both ways. Either you take them on their word or you don't. -
Quote:Good point, I forgot about those. Weapons most definitely fall into the realm of costume items. But consider the following few points:But would you consider weapon options and wings a costume addition too? Because to a lot of characters they help make the costume what it is.
Edit: I wouldnt even know if its the same department
1. A significant amount of weapons were recycled from existing props already in the game. Every single item Assault Rifle has access to and a fair few choices for Thugs Masterminds and Archery anything were dumped directly from items NPCs already used. And it shows.
2. Add one more not to the addition of costume items with whichever Issue it was that brought us weapon customization. Almost all weapons we've gotten since then have been in paid-for packs. I know for a fact that Valkyrie, Martial Arts and Mutation brought us more weapons.
I will grant you that we've seen a few extra weapon additions to the game that weren't paid for. Rularuu weapons came after the fact, Vanguard weapons came after the fact and Cimeroran weapons did, as well. However, those weapons are almost exclusively swords, and almost exclusively for Broradsword, Dual Blades and Katana. Start a new Mace or Axe character, however, and you will immediately feel screwed. Or if you want a better one, start an Assault Rifle character and forever despair. And have we gotten any new shields since those came out?
But let's go back to Vanguard, Cimeroran and Rularuu weapons, because this loops back into a point I had before. Vanguard weapons require you to be level 35 and to have collected a fair few Vanguard Merits. Cimeroran weapons require you to be level 35 and to have killed a fair number of Cimeroran Traitors, and some require you to have done the ITF. Twice. Rularuu weapons, though easier to get these days, still require you to either kill 100 40+ bosses in a high-level zone, or otherwise do one of two high-level arcs. In short, new characters who want them are screwed.
Between weapons locked behind frustrating requirements and certain weapon sets having been given the middle finger since weapon customization was added into the game, can you really blame me for starting to feel like I'm going to have to pay if I want anything added that doesn't come with a catch?
If that means I get called a stupid fanboy, then so be it, but I'd sooner pay for what I want and get it than complain about what I'm not getting. -
Quote:I know we're getting more stuff now than we have ever gotten before. I remember seeing multiple costume slots in I1 and thinking that surely there'd be more pieces by the time I unlocked my fourth one so I wouldn't have to worry about repeating pieces on my tech armour dude. Two Issues later, not a single costume item had been added to the game, and I ended up repeating myself. Great.Are we getting less and less free stuff over time because of it? Not demonstrated by anyone I've seen yet.
I don't know why that is, but we've never gotten many costume items "for free." Not now, not recently, not ever. In fact, discounting CoV, Going Rogue, Good vs. Evil and the other boosters, we've gotten tangibly very little, now or then. We got the "anime-inspired" jackets and robes, then... Can't really think of anything else before Enforcer, Stealth and Exo-Proto, and then the "casual" clothes fairly recently. There's been the odd bit here, the odd piece there, but by and large, I don't think we've ever gotten many pieces as part of regular issues ever. -
Unfortunately, I don't think that's possible right now. From what BABs used to explain about how the animations system is hooked up, weapons come with their own stances and combat modes which doesn't seem like something which is currently rigged to change on the fly. Unless you want just one singular uncustomizable weapon as an option, which I don't think is what you're talking about, adding weapons to non-weapon sets and vice versa is not something the game can currently do.
Maybe in the future, though. Being able to use weapons for non-weapon sets and your bare hands instead of weapon sets (say like Techbot's ideas of arm wrist-mounted guns instead of an Assault Rifle) would be a major step forward in power customization. -
Quote:Well, you have a point here. I mean, I keep paying my power company to keep supplying me with power, and they haven't upgraded their service in years, the moneygrabbing *****. In fact, they just keep raising the costs and all I ever seem to get from them is just, you know, power. It's not like I get better power, like they didn't come to my house to replace my 80-year-old wiring or install solar panels on my roof. They don't even really maintain their underground powerlines unless something fries.I stand by the statement that anyone who would play this game without recieving ANY new content and continue paying for the service would be a fanboy.
I never realised how much of a fanboy I was for my power company. Why, I should cancel my subscription right now. Maybe switch to another power company... I think there's another power company, they may just be subsidiaries of the same one. I don't know. I bet they'll give me constant additions to their service. Like my water company does. Why, just yesterday, they came to my house to install a beautiful water fountain. I just wish they hadn't installed it in the middle of my living room. It's kind of hard to see the TV through the water spray and the moisture is killing my carpets. But, hey, you can't look a gift horse in the mouth, right?
Oh, and before I forget: Googly-googly-goo. -
Quote:YesI literally LAUGHED OUT LOUD

I can hear it now from someone's basement; "Mom!!! Someone is poo-pooing on my Super Booster!!"
Then mom says; "Junior.... get off that pc, put some clothes on, get out of that basement and come here and scrub my wrinkle-flaps on my belly!!!!"
because no argument
however sound
can ever be taken seriously 
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I tend to walk up to them, tilt the camera down and Tab until I get a hit. And only after the pet name shows up. And I shouldn't have to.
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What he needs is higher resolution textures and more detailing in his gauntlets, in my opinion. He's quite behind times.
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I'm actually with the Goat on this one - I can see why they'd feel adding stuff instead of fixing stuff is superior. And like him, I also disagree. To put this in a different perspective:
Only adding new content is like how Neuron does things, whereas revamping old content is like how Anti-Matter does things. Everyone praises Neuron despite the fact that very little in the city actually works and everyone laughs at Anti-Matter despite the fact that all of Praetoria City functions squarely because of him.
I would argue that revamping old content is a positive change, in that non-revamped content is empty and void, and as such does not count. Look at Terra Volta. It's an empty shell - a zone with interesting geometry, but nothing to actually do in it, other than a mission door which may as well be on the other side of the War Wall. As it stands right now, Terra Volta could disappear from the game and few people will care. As it stands right now, Terra Volta does not count. Adding content to it is a positive addition, as you remove literally nothing yet add much.
Revamping missions is a little harder to argue, but not by much. Nostalgia notwithstanding, I would bet my metal-tipped tail that everyone will agree how utterly bad older blue-side missions are. Hell, we'd agreed on that by 2005. Yes, revamping those missions is tantamount to removing content and replacing it, equalling a neutral change. However, what is being removed is stuff no-one is going to miss, and I mean the state of writing, not the actual stories.
For instance, take Unai Kemen's To Save a Thousand Worlds arc. The bulk of that arc consists of "Go to dimensions 1, 2 and 3, click a few ruptures which look suspiciously like CoT altars and come back to me. So I can give you another mission like that." Unai has about 25 outdoor missions, spanning a pool of no more than 10 instance maps, so not only is the story pointless and boring, the gameplay is repetitive as you do and redo the same maps over and over again. If his arc were to be re-written with all the chaff stripped out and a solid storyline giving you a non-redundant reason to visit these "thousand worlds," then this is a positive change. Losing Unai's old arc is a done deal - it sucks and few people do it even now, and you can stick it in Ouroboros after the fact anyway. You lose very little and, even with a basic understanding of fictional writing, gain rather a lot - a decent arc with passable writing, which is still a massive improvement. -
Quote:That's the essence of what Super Boosters are. What Positron (if indeed it was him) said wasn't that the Wedding Pack made Villain Epic ATs possible, but rather that it made them possible EARLIER. As I understood it, the money that the pack brought in allowed them to budget more things the Issue than they would have had it not been for that.Here's the thing. Super Boosters happened because they cost money. We would not have gotten The cyborg parts, the magic parts, the ninja parts, the mutant parts, not to mention reading fortunes, ninja run and all those other goodies, if they were free. It wouldn't have happened.
Additions to the game cost money to make, and they have the nasty habit of costing money before you stand to make any money back on them. The only way certain things seem to be able to be included in the budget at all is if they're expected to have some kind of return down the line, thereby taking from one quarter and adding to another, and overall costing less than if they were just lumped together with other things we already paid for.
In short, we get more costume pieces because we pay for them. I know people want them to stop making boosters, but all that means is they stop making costumes as much, and we're back to the old days where I had to wait a full year for any new costume pieces to hit the game, and even they they came as promotional material for new releases anyway. I mean, I had to pay some serious money for the CoV pieces back in the day.
Speaking of which - I paid for the CoV pieces and now they're free for everyone who never bought CoV. By some people's logic, I should be pissed off, but I'm just happy for everybody else. -
I'd say you're overthinking this a bit. My initial reaction to the question was "What's there to tell?" in the sense that his being a former sidekick and current freestanding hero is enough, but you have a point. We can do better. Let's see if I can make a story out of this no-story.
What I'm thinking of is something less... Elaborate. Your sidekick character, whom I will call "the Kid" to make things simpler, started out as somewhat of an intern for your hero, whom I will call "Damz" for the same reason. That's your beginning.
The Kid spent long years fighting alongside Damz, taking in his wisdom, his courage and his ability to handle overwhelming odds without panic or desperation. As the power and ability of Damz grew, the Kid found himself in a constant struggle to keep up. He wanted to help, or failing that, to at least not be a liability. For years, he always felt like he was holding Damz back, always having to be rescued and assisted. What the Kid never realised, however, was that while Damz was always growing ever stronger, the Kid himself had grown in power, as if almost unintentionally.
One day when his mentor was otherwise occupied, an old threat reared its ugly head. "The Villain" returned - an old threat the two had just barely vanquished years ago. With his mentor unable to help, the Kid despaired, remembering how horribly powerful the Villain had once been. Diving into action nevertheless, the Kid realised that the Villain's power had not grown at all since their last encounter, whereas the Kid was now significantly stronger. Making quick work of what was once an unbeatable foe finally opened his eyes to the fact that he, too, had become a hero in his own right. Not yet at the level of his master, perhaps, but at a level far greater than even his master had once been.
With the permission of Damz, the Kid chose to become a full-fledged super hero and to seek his own destiny. Damz had long since taught him all he could. It was time for the Kid to grow up and perhaps in turn teach the next generation of heroes a trick or two of the many he never realised he knew.
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How does that sound? -
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Quote:That's where I stand. While "free" is best, that tends to come with many caveats, such as low developer priority, very few pieces added even with major releases, ridiculous restrictions such as veteran rewards or inane in-game tasks and so forth. Boosters are the sure-fire way to get what I want soon-ish and with no strings attached.I just understand why they do it. They want to see cool stuff, and that is the way they think they will most likely get it.
If and when we start getting meaningful, regular additions to the editor as part of the Issues, I might change my opinion, but... To be honest, I don't think that has ever been the case.
