Samuel_Tow

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  1. So much for Inventions not being required, I suppose. They aren't, except when they are.
  2. Grab bag of responses:

    Quote:
    Originally Posted by Lycanus View Post
    Frankly, if you're only comment on a thread is likely to be "no thanks" or "I don't like X, so I'll pass" then it would be better just not to post. There are plenty of suggestions that I dislike intensely. My response to them: NOT POST TO THEM. That is someone else's opinion, and it is what would make the game more fun for them. It is usually not going to impact my game play in the slightest. If it does, then I will comment.
    I have to disagree here. There's nothing wrong with stepping into a suggestion to explain why you don't like it, as long as you don't turn it into a crusade to keep the suggestion down. Suggestions need a decent discussion, and that takes both supporters and dissenters.

    Quote:
    Anthropomorphized animals or, more precisely, human forms with added animal features are a common aspect of pretty much every culture.
    I come from a culture which has historically used animal characters in children's stories by giving them human characteristics. This goes beyond the cunning fox and the ever-threatened rabbit, too.

    Quote:
    Gold Digger (admittedly, having a Japanese style artwork and using some Japanese tropes, but still mainly drawing from Western stories)
    Not only does it draw on Western styles, but Fred Perry, the comic's creator, is American, himself. Gold Digger is an American comic book, and though it may not have been published by Marvel, DC or Image, it still counts,

    Quote:
    Duck Tales
    Tale Spin
    Darkwing Duck
    Bugs Bunny
    Daffy Duck
    It has always been thoroughly confounding to me that "furry hate" people are capable of demonising even slight anthropomorphism, yet completely neglect the kinds of Disney and Warner Bros. cartoons an entire generation (namely, my generation) grew up. I don't know when these people grew up (both companies have been around for decades), but when I was a kid, I watched shows like Top Cat, Scooby Doo, the Swat Kats, Talespin, Disney's Jungle Book, the Lion King and so on and so forth. For a time, it seemed like replacing people with anthropomorphic animals was just what cartoons did, and it was OK. Suddenly, 20 years later, it's not. Huh...

    Quote:
    In reality, the stereotypical furry/anthro art is NOT very related to anime art styles.

    In fact, the most often used art styles by furry artists, at least Western, are Disney and Looney Toons style art.

    Anime "furries" are generally limited to cat ears and tail, maybe with sharp teeth and some fur...they are actually somewhat LESS tolerant of full blown anthropomorphism in their main characters than Western cartoons are.
    As someone who's had rather a lot of exposure to the eponymous "furry art style," I have to say that this is pretty much entirely true. The notion that "furries" are some kind of cooties that people catch from prolonged contact with anime is so absurd as to be hilarious. Wake up, people. Most "furries" are Americans, born and raised in America and drawing their inspiration from American fiction. Their art style and themes of choice reflect this, which you would know if you did, in fact, understand what you hate. In fact, the several companies who make their business out of furry comic books have modelled them after the American porn industry more than anything else, and have about as much to do with anime as Arnold Schwarzenegger's Commando has to do with Shakespearian theatre.

    This is really what gets my goat (pun totally intended) about this irrational hatred of anthropomorphic characters that gets brought up even where no anthropomorphic characters were even mentioned. It's the kind of hatred that's based on precisely NOTHING AT ALL, as demonstrated by haters' complete inability to even identify what it is that they hate. Ugh!

    Quote:
    Trigun (there's an excellent dissertation out there making the entire series into an allegory of the life of Christ in some aspects)
    Speaking of Trigun, Jesu Otaku made a very good Trigun review on ThatGuyWithTheGlasses.Com which I encourage everyone to see. I had not and have not seen the actual anime, or indeed read the manga, but I would still recommend the series based on her delivery.

    Quote:
    As to big breasts, yeah, there are a few, most often secondary characters, most of the female characters I like are rather slender.
    Characters with unreasonably large breasts actually very rarely pop up outside of hentai, and when they do they're usually sporting gag boobs for the express purposes of physical comedy. I don't know where this belief that every woman in Anime has ginormous breasts comes from, but it does not reflect reality as I've seen it.

    Off the top of my head, I keep thinking back to Lina Inverse from Slayers, though her NOT having big breasts was something of a running gag, and she did partner up with Naga in the movie, who actually did have gag boobs, used precisely as a gag. Moving on to other things, Ghost in the Shell's Major Motoko Kusanagi did not have huge breasts as far as I can remember, despite the fact that she had to strip naked for her invisibility to work. Battle Angel Alita's Gally didn't even have what could be defined as breasts, as her body didn't actually have skin over her metal superstructure aside from on her face. Beyond that, Paprika's titular character, as well as that scientist woman whose name I cannot remember (who were the only two women in the movie) appeared to be very average built, but then Paprika is a serious movie. Speaking of serious, Fulmetal Alchemist featured an entire host of female characters, and most of them wore military uniforms or otherwise frilly dresses which basically obscured their body shape.

    Pretty much, the only time you'll see gag boobs in anime is when they're made a point of, such as the woman from the Moon in Basquash, but that brain-cavity-inducing anime has far deeper problems than "low gravity breasts." With hands embroidered on her shirt, no less.
  3. Quote:
    Originally Posted by Dark Lost View Post
    I think the problem is that Bad is thinking of hentai, not anime.
    Huh... Now that could be an interesting addition. But it does explain the apparent selective perception seen here.
  4. Quote:
    Originally Posted by NightshadeLegree View Post
    In my experience the powers you pick at 47 and 49 don't need to be heavily slotted. I can't imagine many people are leaving it that late to pick a power that is that vital to their build.
    I challenge you to look at Long Range Missile Rocket (sic), which is a power that requires accuracy, damage slotting and a not insignificant amount of endurance slotting, plus a power which really benefits from recharge reduction. It's a T3 pick in Munitions Mastery, which means you are physically incapable of taking it before level 47, and if you do take it at level 47 and six-slot it, then that means your level 49 power will be physically incapable of receiving more than a single extra slot.

    I've always maintained that we need to get a few more slots at level 50. Even if it's by a couple. Just something to make level 50 stand out a little more than just another enhancement level.
  5. Quote:
    Originally Posted by Xenophage View Post
    we have been asking for this since CoV launch when then hinted at back back packs and back symbols in the beta ><
    CoV nothing. People were asking for jetpacks and backpacks since before I joined in May 2004. Why is this such taboo for the developers?
  6. Cool. If they're using a game that's six years old to benchmark current technology, then something has clearly gone right for us here
  7. Quote:
    Originally Posted by Bad_Influence View Post
    You know good and darned well exactly what sort of image pops into mind whenever anyone says "anime" or "furry," and arguing with me about it isn't going to affect that perception much. Unfortunately your problem re this is bigger than me.
    I know what image pops into your mind, but you seem incapable of comprehending that this is not the same image which pops into my mind, or that of other people who have posted here. To you, the image of anime is the absurdity you described above. To me, anime is Ghost in the Shell, Akira and Battle Angel Alita before it is anything else. And those three things are just a few of a much broader series of concepts that I would very much like to see the game represent in more detail.

    In particular, I am very interested in a broader selection of actual cybernetic parts that don't look like mangled tech, but rather appear more humanoid in shape, but machine in nature. I would kill if I could get a decent approximation of Battle Angel Alita's Gally, though I will be fair when I say that Clockwork pieces are a good bit in the right direction. But they both belong to an existing faction and are one single solitary set of such parts among a massive selection of "humans in suits" parts.

    If I had to expand on this, anime to me is also Soul Eater and series of a similar stylised design, employing unrealistic combat styles and unreasonable weapons, such as an oversized and apparently very heavy scythe. In fact, I based an entire character off Maka's outfit from the same series, which is basically a black trenchcoat over a school girl uniform, that I ended up having to modify.

    I don't know what anime you've been watching, but I dare say it's prudent to avoid trying to speak about "what comes to mind" in a general sense when you show clear bias. Obviously, there is plenty of stupid stuff in anime along with the good, but I would sooner pick and choose the good bits and take in some of the bad bits than throw out the baby with the bathwater.
  8. Quote:
    Originally Posted by Bad_Influence View Post
    I understand anime just fine, thanks.

    I'll leave the baby-faced, 38-DD sporting, garter-wearing bunny girls to you, you can have 'em all. Cheers.
    These two statements contradict each other.
  9. Quote:
    Originally Posted by ClawsandEffect View Post
    If I recall correctly, the issue they ran into with back items is that the node to attach things doesn't move when the character's size changes. Ever use a Raptor Pack with a max sized Huge character and had it clipping into their back?

    Last I checked they hadn't figured out how to fix that issue. And from what I understand they won't do something until they can get it to look decent.

    We don't have long robes for the same reason, they looked like crap with any animation that makes your legs move too much. NPCs have them because they can control what powers the NPCs have, they can't do that with player characters. Ever see a CoT Guard throw a kick? There's a reason they don't.
    While this is most likely true, it's also complete fan thesis, a large part of which I've put forward, myself, with screenshots, no less. It makes sense given how these powers work, but as far as actual, official information goes, I do not believe a developer has ever in the history of the game commented on this subject. Not even to deny its existence for the six years we thought it was coming and it wasn't.

    I don't know what gives, and there probably is SOME reason why backpacks have been this long coming, but I highly suspect it's "low priority" more than anything distinctly technical. When we talked about power customization back in the days when it was out of the question, BABs dove in with us to tell us why this probably wouldn't happen. Neither he nor anyone else, nor even David Nakayama have so far stepped up to so much as acknowledge that this request even exists.

    OK, my error. Jay did acknowledge its existence via a sarcastic post to the effect of "No, really? You guys want jet packs? I did not know about that. I am so putting it on my list!" It didn't really tell us anything on the subject beyond the fact that jay, at least, knows about it (like pretty much everyone else) but what the problem is has never been announced to the best of my knowledge. Not on the forums, anyway. I don't follow the developers on Facebook and Twitter.
  10. Quote:
    Originally Posted by Dechs Kaison View Post
    Have you tried going into the options looking for a "keyboard turn speed" adjustment?
    I could do that, yes, but the problem is that turnleft and turnright (the two rotation commands) also control camera orientation, which is to say you cannot rotate your character left while holding the camera still. Thus, this is inapplicable for my purposes, one of which is to have a fetching lady walk around a team-made during pauses in the action, basically as a joke. I'd like to be able to see the action as it occurs without suffering eyestrain from the constant fast rotation. And, to boot, turnleft and turnright override camrotate, meaning I can't even use that to stabilise my camera.

    In essence, it feels like turnleft and turnright rotate my entire character's basis off which camera position is defined, so while I CAN turn the camera independent of the character, it's always static to that character and rotates "around the world." And it's really unpleasant to look at.

    Quote:
    Originally Posted by Lothic View Post
    Frankly I'd be happy enough with myself that you've managed to trick out the bind system to get it to do something even remotely close to what you want. Getting a bind to preform (relatively) complex character motion automatically is definitely venturing into territory the Devs never intended the bind system to allow. The Devs intentionally gimped the capabilities of the bind system in order to prevent anyone from easily boting and/or exploiting the game. For all we know the "spiraling" effect you are seeing is itself a subtle anti-exploit measure.
    I don't believe this is exploitable, and I don't really think the expanding spiral is an anti-bot feature. I think it's something to do with how Walk interacts with the server or some such, because I've been able to get pretty good results with Super Speed and the same bind. I think... I'd have to re-check. Thing is, though, I can always go for my alternate bind which keeps a tight, narrow and even slower circle and get that functionality. It just doesn't look as good.

    Basically what this is doing is constantly walking left while constantly keeping the "forward direction" on a specific character, and in essence circle-strafing. Now, if I could adjust the direction of motion to anything between left and forward+left, say, left+left+forward, that would do it, but these are on/off options that don't really mix in any real way.

    Imagine my direction of movement is a compass with me facing North. Right now, I have two choices: West or Northwest. What I'm looking for is West by Northwest. If I can achieve that, I think I'll be set.
  11. Quote:
    Originally Posted by MrCaptainMan View Post
    I got to Penelope Yin without any beef with the narrative, but during her arc I was a bit perplexed to see someone called Metronome being mentioned as though my character had heard of him. I hadn't been fed any narrative prior to that about Metronome, but I assume that other paths may offer up the 'missing' backstory.
    I rambled about this for some time to probably both Nuclear Toast and the Vulpish One when it happened, because it really threw me for a loop. "You see an image of Metronome." Who the **** is Metronome? "Oh, he's a villain that does this and that." Dixie's married? To a guy named Surge? When?

    Seriously, Metronome comes out of nowhere and he receives ZERO introduction. He's introduced at length in the Loyalist arcs, but a Warden may not have done, and indeed most probably didn't do, any Loyalist arcs, so this villain's introduction is BAAAD. At least phrase it as "You see an image of a Clockwork acting strangely." and then have someone else fill me in on who Metronome is. Even the old City of Heroes stories weren't so reliant on having done prior content, always going "I don't know if you knew about this, but we think the Nemesis is dead. Maybe you killed him?"

    In fact, on that note, the Faultline storyline is completely broken for Praetorians. We come into Primal Earth at level 20, which is past the point where Temblor and Penny will stop giving us missions, and within a levels' worth of taking missions from Doc Delilah and Agent 6. However, Delilah and 6's stories are written to reference previous things you did... That you didn't do, because you couldn't have done, because you couldn't have left Praetoria before level 20. Either the Faultline arcs need to be retuned, or all four arcs need to be opened up to the entire 15-25 range. Or AT THE VERY LEAST Jim and Penny's arcs need to be extended to the end of the zone's level range.

    And the new Maria Jenkins arc is similarly dependent. I had a level 47 Scrapper I haven't played in a couple of years that I logged into a few days ago to try the Maria arc, and then I kept running into people going "You won't beat me again!" The **** are you? I ain't never met you before in my life! To her credit, Maria herself does a decent infodump on Tina McIntyre's Praetorian War right at the start of her arc which, though it could have been written better, seems to assume that I may not exactly have done Tina's new arc. But even though Maria assumes I haven't, that doesn't stop Neuron from acting like I have.

    Seriously, if we're going to reference past events that my character did, can we please ensure that this character has, in fact, done those events?
  12. Quote:
    Originally Posted by Quinch View Post
    Give me the ability to reload a demofile without having to start the client all over again! Devs, pleeeheheheaaseee!
    That would be a start.
  13. If they ever do mess with general movement power customization, I'll be right with you suggesting just that, among other things. I feel that is one of the two biggest things left to add to the game, the other being able to use non-weapon powersets with a weapon (say, ice blasts out of a techno-rifle) and vice-versa.
  14. Quote:
    Originally Posted by Fleeting Whisper View Post
    And this is just an edited list of anime I own, removing things with mindless action or catgirls (god forbid I suggest .hack//Roots, an anime which takes place entirely within an MMO and has both a catgirl and a cat-oldmandyingofcancer as major characters).
    Or even Ghost in the Shell in all of its incarnations. Trying to say what anime "is" is about as pointless as trying to say what books "are." Anime is a medium, it is animation made in Japan. Nothing more, nothing less. It's the Japanese culture's interpretation of storytelling and aesthetics, which is something which is not at all foreign in American comic books in the slightest.

    Furthermore, trying to define what American comic books are, or rather what they aren't, is just as futile, because they span themes and stories from across the world's cultures. And even then, the game isn't hamstrung into only doing things that can be found in a physical comic book.
  15. Quote:
    Originally Posted by Dark_Respite View Post
    My personal vote is, of course, the /demorecord feature. So many folks want to track stuff, or immortalize something (the all-defender Lusca force, for example), but don't know how. They use FRAPS in-game, which bogs things down more than a bit, especially with the UI still up and running.
    Demorecording is kind of buggy, though, and difficult to play back. I used to try to record demos for proof of underperforming builds, but they always came out with a lot of errors, such as certain powers not animating, certain enemies not being in the right place and so forth.

    I've actually gone on the record as suggesting a much more comprehensive system of demorecording such as what Carmageddon 2: Carpocalypse Now had, which is to say something you could rewind at will and which gave you control of your own camera.

    ---

    This seems to be a running theme with me and these features. All of them seem like they ought to be so much more.
  16. Does that mean I can dismiss my zombies, have them die and use Soul Extraction on them?
  17. I've seen a couple of options I've liked so far:

    1. Have a "show legacy items" checkbox at the tailor. If unckecked, legacy items do not appear in any lists and cannot be chosen (but legacy options ALREADY CHOSEN are not altered). This way, we can remove the clutter for new players by default, but still leave a grab bag of old items for people who may want to opt in. Just to state, I don't agree with making people look different on other people's screens. This is only a costume sorting option.

    2. A legacy tailor that has the old costume options, where all other regular tailors only have new options. That way, the options still exist, but they're not in new players' faces.
  18. Speaking of binds, can anyone help me with this one? Let me explain:

    I need a bind which will allow me to walk (that's Walk) around a targeted character (friendly or neutral, obviously) in a continuous circle that my character can do automatically. This means doing this by hand by walking and turning manually is not an option. I do actually have a bind for this, which goes something like this:

    /bind ctrl+q "++left$$follow"

    When executed while Walk is on and I am near my target, this will cause my character to walk around said target in a clockwise direction. The problem is that, for reasons unknown, this is not a stable path. It starts out looking good, but my character walks an ever-expanding circle (or rather, a spiral) which brings said character farther and farther away from the intended target and into surrounding props. I CAN correct this, but the point is for me to not have to, because I want to leave this on when I go AFK, say, and if I left this walk for 15 minutes my character would be doing a turning radius the size of Texas.

    Now, I've tried this alternative:

    /bind ctrl+q "++left$$++forward$$follow" which does produce a neat, tidy, consistent circle around the target, but it does so at the cost of corrupting the visual appeal of the action. With the former bind, the character walks around facing forward in the direction of motion. With this bind, the character basically "slides around" the target, walking into it and looking unappealing. If I could go, say, much more left than forward, then it would work, but I've no means of defining "amount" of motion in any direction.

    I've tried using /playerturn, but that's a single-shot command that turns the player to the camera once and only once per activation. I've tried using /turnleft 1, but this doesn't just turn my character, it turns my camera even with Free Camera enabled, and it makes me dizzy. Right now, I'm completely out of ideas on this.
  19. Samuel_Tow

    Eye Blasters

    While I really don't want to disagree with Leo's well-designed powerset, I would honestly prefer to handle this via power customization by allowing us to shoot recoloured Energy Blast from our eyes. That sort of power customization for not just Energy Blast, but most "arm blast" powersets would be good for the game.
  20. Just to be contrary, I will instead bring in some crazy chaos:

  21. Not only is this a complete mess, it perverts one of the primary reasons I like City of Heroes - because I'm never forced to take FEWER powers for the sake of making those few powers stronger. I HATE HATE HATE how Blizzard's games go about this, with forcing me to repick powers multiple times, meaning that if I take too many, I can't "enhance" them enough, meaning I end up with, like, five powers total.

    I am completely and utterly against this.
  22. Quote:
    Originally Posted by COV4LIFE View Post
    I realize this engine will never be upgraded no matter hold long this game has been running. that's why I say make a power that traps the enemy and then slams them into the ground. It just doesn't feel superheroic if I can't throw thugs around like in the comics.
    It's not a question of "upgrading the engine." No game in the history of games exists where you can grapple enemies of undefined sizes. All games which include grapples do so by anticipating enemy size and skeleton type, so you end up with different grapple animations for different foes.

    Revenant is a good example. The character there could stomp on spiders, grapple human characters, climb up on orcs and do fancy flips to larger ogres. Thing is, you had one or two grappling animations per enemy, and you had NO grapplies with the bulk of them, simply because they didn't conform to the models needed for these animations.

    City of Heroes have enemies that scale non-discretely, and don't always even have a humanoid model, to boot. You can't use the same animation or even the same power to grapple things as diverse as Swarms, Rikti Drones, Greater Devoured, Storm Elementals, Red Caps and the Kronos Titan.

    A retread of Kinetic Melee where you toss people with energy is not out of the question, but that's not grappling, and it's not really needed. If you want to toss enemies around, play something with knockback.
  23. There is no real way unless you "cheat" by pressing a bind multiple times. Power activation will always interrupt emotes. The easiest thing you could do is just bind the emote to a button (or a macro) and activate that after you activate Hover.

    If you still want to "cheat," then I'd suggest using toggleon like this:

    /bind r "powexec_toggleon hover$$em stancevillain4"

    And then just keep pressing R until you get the desired result.
  24. Quote:
    Originally Posted by BBQ_Pork View Post
    I always "/bind Alt+M Manage".

    The slash-command "/manage" takes you there.
    I have mine bound to O. I used to have it bound to I for Inventory, but I decided to move my out-of-combat binds one key right on the keyboard, so it shifted to O.

    The double click function has always been more annoying than it has been helpful, because I've almost always only ever used it on a misclick. And to boot, the first click doesn't even have to be on a menu item. Try that some time - click on the world somewhere and then quickly click on Enhancements. It'll still take you to the Enhancements Management screen. It's like the system only counts "time since previous click" and "current click on Enhancements," with no regard where the previous click was.

    Almost invariably, I'll open the Management screen by accident because I accidentally missed the Enhancements button, corrected and clicked it once.
  25. Samuel_Tow

    Bushy Tail?

    Quote:
    Originally Posted by Lazarus View Post
    They stuck it into the mutant pack to get more people to buy it. Really annoying.
    I thought they "stuck it into the mutant pack" for people like me who bought the pack thinking it was one thing when it was another, as a gesture of good will.