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Quote:Ah, those were the days. Now those dang dirty kids are always running around with their early travel powers and their Inventions, always hanging out at those filthy Markets and farming that damn Architect. They don't make 'em like they used to.Look, Sonny, back when I was a CoH kid, we didn't HAVE markets. Hell, we didn't even have those fancy-schmancy recipes or IOs, either, that all you kids are raving about. Back in my day, a million influence could buy you baskets of anything you wanted. And you know what? We LIKED it!
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Huh? Could you point me to that? I suspect I might be seeing that, but I thought it was a crappy mouse that I had to swap my old for because my new rig doesn't have a PS2 and I'm a Luddite who still uses PS2 keyboard and mouse.
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Well, when you put a bit more effort to explain, yes, it's much easier to understand. Run-on sentences don't help, and I'm not saying this to be a dick. I literally could not comprehend the idea of your previous post.
Yes, you have every right to complain. I'd say you're doing more than your fair share. I don't believe you have every right to resort to hyperbole and exaggeration, though, because I honestly don't see any of the problems you mention, bar the Market outage, and even that doesn't seem like too big of a problem.
Every Issue has people crashing, every issue has people with graphic corruption. It's a fact of life. It sucks that it had to be you this time around, believe me. I've been on the wrong side of a few of these, and I was never very pleased. But the most I can say is give it time. It'll get fixed.
To be bluntly honest, however, I'd rather have the new Issue for myself and the people who can run it sooner than have the Issue delayed for however long it takes to make it so no-one will ever have issues with it at all. Even if an early release ends up boning ME, then them's the breaks. I'd still sooner see the game keep some pace over sitting around until no-one cares about the new stuff anymore.
And again - it was the anniversary. They had a hard deadline. No way around it. -
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Can someone please translate that guy for me? I'm starting to question my English here.
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To be perfectly honest, my favourite part of I17 isn't really part of the Issue itself. My favourite part in practically the last several years is the "All Things Art" thread
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Which is not an improvement over "henchman."
That's true, but once again, I argue that this is much more a question of presentation and writing than it is of actual game mechanics. The game doesn't have to let me do as I please as long as it makes it seem as MY CHARACTER does as HE pleases. Tavish Bell's arc is a good example. "Go do something!" says Tavish Bell. "OK!" responds my character. Promptly, I am given a waypoint in the door behind them. I step inside, and "Yeah, might be a good idea to snoop around. Let the contract expire, who cares?" My character doesn't necessarily do what I wanted, but he still defies his contact.Quote:The game can't allow you to do as you please. It's not possible. Even a game driven by player initiative as opposed to Contacts won't let you do anything other than mess around inside a defined framework. You need to adjust your expectations -- make characters that work within what CoV actually is, not the game you wish you were playing -- or accept that CoV doesn't do what you want (and likely never will) and move on.
Willy Wheeler is a ALMOST another good example. He's a slimy nobody who basically serves as an information vending machine that you make use of to pull jobs, and eventually screw over by turning in Ace McKnight.
Basically, it comes down to the contacts not saying "Har har har! I'm so great! You there, loser! Come do my dirty work!" but rather saying "No, not in the face! I'll tell you what you want, just please don't hurt me!"
For instance: When Daos says "Do this or Arachnos will be cross, the mission ought to have my character give him the finger and walk away, pointing me to a building where I'll get jumped by Arachnos soldiers. I wipe the floor with them, come back to Daos and he tries to save face and still act like he planned it all along.
Mission structure doesn't need to so much as budge. Writing needs to branch out. -
Huh... I don't know why I keep going into these videos with such low expectations when they impress me every time. I guess I'll have to learn sooner or later, but hot dang! Given the subject matter, that was one impressive movie! I honestly didn't think it was possible, given that some of these Issues just don't have much to make a video out of, but I am more than impressed.
I have to join the gaggle of people who felt emotional at the video, but I can say exactly why that is. The last bit "And soon: Incarnates!" really did it for me, especially when it was preceded with that excellent framing of an Ember Demon emerging to the backdrop of Bat'Zul's cave. But really, it's the image of the Statesman standing tall and proud by the American flag that seals the deal. It's like: "You've been getting all of these great things, but now it's time for the big one. This is the world's greatest hero. This is what you are going to be." And then we see Recluse and the realisation strikes: "This is getting serious!"
I CANNOT think of a better way to end a video on such a high and impressive note. Good job all the way! -
I'm typically not a doom crier, but I actually have to agree that there are some performance hits that make me scratch my head. I'm currently running a GTX 285, which ought to be a pretty good card, and my system is more than up to date, yet every time I turn dynamic shadows on, my framerate takes a nosedive. Maybe I'm too picky about my preferences, such as wanting 60FPS, or maybe antialising is screwing with me, but I've had to keep shadows off or risk punching my monitor.
And yet I STILL get performance hits from the usual suspects - looking across Port Oaks, in the old town of Cap Au Diable, that specific "evil spot" in grandville that drops me down 30-40 FPS if I stand in the right spot and look in a very specific direction. We're due for more optimization, I guess. -
Quote:Actually, they do use a skeleton that players don't have access to, and unlikely to ever see.They're still bipedal and using a variation of the Huge animations. It isn't an entirely new skeleton, it's just a model using some very sneaky techniques to disguise its base. A true quad-based animal would be far, far different and require a lot more effort to be convincing.
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Quote:We have three character models, but there's actually a fourth character rig with a selection of animations and costume pieces for it. I don't know what the developers call it, but I tend to call it the Monster rig, because that's what it's used for in-game. It's used for things like the Hydra, the War Wolves, the different Clockwork princes and I believe the Robotics henchmen. Oh, and the Kheldian Crab/Lobster transformation. Currently, Demon Summoning Demonlings appear to use this rig, though on a much smaller scale. The monster frame is still bipedal, it's just more hunched-over and has shorter legs, a bigger torso and longer arms, so Demonlings are still bipedal.Uhm...I don't know any biped creatures other than Gorillas that move about using their knuckles. Just looking at the idle stance, the Ember Demon for one is sure as heck not using a standard rig, not from the way it stands or the way it moves.
From what I've seen, the Demon Prince uses either the regular standing animation or a variant of the Monster one. I still haven't seen the thing for real, so I can't say.
The Ember Demon and the Hellfire Gargoyle... Confound me. I honestly don't know which rig they use, because their stances, movement animations and power animations are custom and unique to them and them alone. As such, I can't actually tell which rig they're using since I can't spot the tell-tale idle stance for it. I THINK they use the Monster rig because they have those long, thick arms and those shorter, stubbier legs, but with so many kinks and double knees and angled hooves and claws, I honestly can't tell. Most of their animations are indeed quadrupedal, however, as they do move on all fours and tend to throw their powers with one hand and hunched over. They DO stand up from time to time, usually to have a psychiatric breakdown, but most of their time they spend on all fours.
That said, I'm not sure if we can count them as quadrupeds because they are still built such that most of their body weight is on the hind legs and they still have a biped torso. They're just hunched over and walk on their, uh... Hideous, mis-shapen claws. To be honest, though, I don't know what the precise definition of quadruped is, so I can't give a definite answer. -
Yeah, when it was presented as "just armour" I didn't find it very interesting, as it was highly redundant, but as breakable armour (on all powers) the set has a lot of merit, as it introduces basically an entirely new gameplay element. Provided this is even possible with how our powers are implemented, such a thing would play unlike any defence set we currently have, with the possible exception of Rgeneration, to which it would be only vaguely close.
I actually think the game could stand to have an exotic set or two along those lines. -
I feel that's quite normal for anyone who is creatively inclined. You can't keep coming up with new and amazing ideas from the same pool of inspiration time and time again without suddenly realising you're running out of material and not knowing what to do. The trick is solving the problem, and I have a couple of suggestions, if you're interested.
The first and easiest is to just branch out. Watch more movies, play other games, read books. Basically, expose yourself to as much of other people's fiction as you can and don't think about things too much. Sooner or later you'll come up against something that makes you go "Bloody hell! That is so cool! I want one of those!" That's how inspiration starts, much as we try to deny it. Find a character in some fighting game, some obscure anime, some fancy cartoon or some such that just seems cool and try to roll with that. See if you can't make your own that's kind of like that.
The other solution is a bit harder to achieve, but I've found that it REALLY helps. Find someone to bounce ideas off of, preferably someone who's going to discuss with you, rather than just be a spectator. Present your idea seeds, ask questions, take opinions, deconstruct, reconstruct and keep going until something pops up. It's not always from anything either of you suggests. Sometimes just laying it all down into words helps you see new angles.
But whatever you do, don't just keep wailing at it when you're out of inspiration. You'll just sour yourself on the concept, and possibly on the entire franchise. -
Quote:See, this I can get behind. THAT sort of mechanic requires armour and isn't doable with just costume pieces.I was thinking that the whole pet idea would be a neat tier 9 power, then you mentioned a Mech Armor Mastermind and my brain did a flip.
Each of the pets could be a weapon system, attacking enemies automatically, and the Bodyguard mode simulates the armored aspect well enough on its own. The best part is, is that you'd be the only Mastermind not worried about your pets getting in everyone else's way, or having to position them. That almost deserves its own thread!
Basically, how about this:
Instead of damage resistance, each added armour piece would be kind of like a pet that takes a percentage of incoming damage with a specific level of health of its own. So, the armour would stop some damage, but would get damaged itself and break off eventually, requiring you to reapply the armour. Hence, the set will have no toggles and only very costly clicks, but would have to support its armour by reapplying it when it breaks.
OK, that I can get behind! -
I think my favourite one so far was when the Ghost Slaying Axe would simply not play its draw animation while you were flying, allowing me to switch from axe to sword Devil May Cry style. I can't wait for all weapon powers to behave like that
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Hmm... Does it count if I'm an Eastern European from the former Soviet block, but most of my characters tend to be American built around what I've gathered Americans to be like from American movies and video games?
Honestly, though, I don't have any characters who define themselves by their ethnicity, with the possible exception of my Captain Indivisible, who was designed to be an intentionally and wilfully stereotypical all-American hero caped crusader for justice, and I don't think he counts. I have a Czech werewolf dude, but all his ethnicity matters for is his name/
Hmm... You know...
Does "alien" count as an ethnicity? Because I have a fair few aliens who identify themselves as members of their own race first and foremost. Like that energy being who's left as the sole survivor of her entire race and civilization, who takes pride in her heritage and seeks to restore it. As well, of course, as your stereotypical murderous robot who is so proud of his machine kind that he's determined to replace all other life forms with machines.
But that doesn't count, does it? -
We can use more trenchcoat designs, but because this is a veteran reward piece, we are unlikely to ever have it expanded. This is part of the reason why I am against veteran rewards as a concept. I do agree, though - we need more trenchcoat designs other than the "vaguely biker" design we currently have.
I don't think we can get a better coat tail than what we have now, though. It's down to how the cape rig works. It's VERY bad at making wraparound cloaks, not only because it has limited collision with the body, but because it has limited collision WITH ITSELF. The current High Collar cape demonstrates the problem quite readily, as plenty of animations will have one side flip over and clip with itself. Any curve that folds in on itself or has too tight an arc will cause problems as a cape base, which is why almost all of our cape rigs are hung on basically straight lines.
Personally, I feel it's high time we saw some more physics-driven cloth that had actual interaction both with the actual character model, as opposed to an oversized functional clip, as well as with itself. That would make for a much stronger technology, but it's a technical hurdle and probably a resource hog. -
Quote:Here's my question, though - how is this superior to using the costume creator itself, which seems to me to have more power in customization than what you're looking to design. If you're basically adding/replacing costume pieces, don't you have a far greater selection of designs using the costume editor than a custom powerset will ever provide?The very point of this set is to allow for a wide range of Concepts, and to add the wiggle room in with Customization. The closest example I can give is Shield Defense.
Shields serve a purpose for one simple reason - they are analogous to a weapon, in that you don't wear them as clothes and you don't carry them if you're not going to defend yourself. You can have a helmet without having Helmet Defence, but you can't have a shield without Shield Defence. It wouldn't make sense. Shields, therefore, get a context exception.
But armour isn't really something you need to work to use. Armour you simply wear. Current armour sets like Stone Armour and Ice Armour, though possibly replicable with costume pieces, come with exotic mechanics unique to the concept of the element they draw from. I re-read your original post, and I still can't tell what is mechanically, functionally and inherently so exotic about the concept of armour that it requires its own powerset.
I don't mean to shoot down, but I just don't think either the mechanics or visuals of this aren't better served by existing systems. -
A few points to address.
Quote:Standard Code Rant aside, no, one animation isn't. The problem here isn't about remaking ONE animation, it's about remaking ALL animations for EVERY character model. And character models do not actually share animations between them. Their animations are usually very similar, but each is hand-tweaked to fit that model.Okay, in general animating a figure to move differently, actually working with maya 2010, isn't that big a deal.
You're mixing terminology here. "Movement" in the sense of the motions of different parts of the body is distinctly different from "movement" in the sense of locomotion around the world. You'll notice that Hail of Bullets roots you for the duration of the power, disallowing all translational movement. Also note that Hail of Bullets starts from the Combat stance and ends in the Ready stance that all of your movement animations start and end at.Quote:I am just curious though, what about the new pistol power sets movement animation, hail of bullets? I could be wrong, but this seems like a VERY different movement animation, like the ninja run ability.
City of Heroes uses what I like to describe as a "hub" animation system, from a purely uneducated point of view. You have a series of "stances" that every animation in the game has to start from and end in. The ones people are most familiar with are idle, combat and ready. Idle is out of combat, combat is the one you get for initiating combat and ready is usually what you end in after an attack. Assault Rifle held up vs. held down, to put a concrete example. However, there are more than that. For instance, most two-handed and left-handed weapon share the same basic stance, most right-handed weapon share another, assault rifles and such have their own, unarmed have their own as well, I believe. And ALL of this is duplicated while flying.
Hail of Bullets is not an offender in this case, because it starts from combat or ready and ends in ready. No other powers are supposed to start in the middle of executing Hail of Bullets. By contrast, what you are suggesting IS an offender, because what you are suggesting is a brand new basic state which will require its own host of stances. While on your bike, you will need to have animations for movement in all direction, and probably alternatives for combat animations, as well. You will need animations to start off a stance "on bike" and end at a stance "on bike," which will necessitate a new copy of every animation that's usable with a bike. And not a minor tweak of it, either, not nearly like what it was with Shield Defence.
The reason for this hub setup is so that animations flow smoothly from one to the next. For instance, if you have Hack, Slash and Slice, you would need nine animations if you wanted to flow from one directly to the other. You would need Hack -> Slash, Hack -> Slice, Hack -> Hack, Slash -> Hack, Slash -> Slice, Slash -> Slash, Slice -> Hack, Slice -> Slash, Slice -> Slice. Now introduce one "stance" that all animations start and stop from and you reduce the number of animations needed to 3: stance -> slash -> stance, stance -> hack -> stance, stance -> slice -> stance. Much, MUCH simpler to make.
Always remember that when trying to devise new animations for the game.
It's a nightmare because of how many animations there are in the game and how many of them end up needing to be tweaked by suggestions like these. BABs has quoted numbers on the order of 1600, if my memory serves, and just shields had them go through hundreds, about 20 per day if I remember correctly, JUST to get shields to work with JUST melee attack powersets. It's a serious undertaking, and one you're going to need some serious convincing to even place under consideration.Quote:Great observations, as I did see this restrictions in animation, but I didn't think it was because doing such was a nightmare for their system, I just thought it was because they had more important things to do. -
People keep telling me that, but I have personally never seen any bidders for these inspirations, myself, or indeed seen them sell for much over 5000. Maybe it's bad timing on my part, I don't know.
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The more I think about this, the more I feel that the game misses what it means to be "a villain" in this context by a mile. While it may be some people's "thing," I dare say that most of us don't log into a game to be belittled, abused, ordered around and made a servant basically constantly, and this is all City of Villains is. It's a game where we play someone's manservant butler. We're Recluse fanboys that the game assumes will do anything to "get brownie points with the Spiders" (you don't know how much I'd like to kick whoever wrote that in the ***) and nothing more. At all.
Basically, we're the short, fat, impotent third-rate villain in the story who spends a lot of his time plotting, a lot of his time acting big and tough and a lot of his time failing and getting his *** kicked. It doesn't matter how "evil" we are as long as we're mere lackeys of the bigger villains. In fact, the more "evil" we get, the more pathetic we become, like the disgruntled middle manager who's sitting on a dead-end career, but still tries to act tough by abusing his employees and playing big boss while at the same time shrivelling before the actual big boss who's off building a stellar career of his own.
A good villain is the protagonist of his own story. A good villain is the one you want to watch out for, the one who moves things, the one who creates all the trouble that the heroes have to face. That's what I want for my characters when I play the villain. I don't want to be second fiddle to someone else. I want to be the one the heroes are here to stop, I want to be the one who's setting down the death traps. I want to be the one's building secret military bases, I want to be the one who's managing his own evil organisation, I want to be the one who's running illegal businesses, I want to be the one who's looking for the ancient artefact that must not fall into the wrong hands. At the end of the day, I want to be the one who bosses people around and for whom people do missions. And CoV fails at this so spectacularly that it basically catapults me out of any sort of sense of immersion when I try to get into pretty much any mission on the Isles.
They talked about villains being proactive and delivered exactly NOTHING on that front. Oh, sure, we get self-starter paper missions... Half of which are mercenary work for other people anyway, and that's it. Oh, sure, we got the BAD side of proactive content, in that we have to "earn" our contacts, but the story simply ignores that.
I shouldn't be working for Angelo Vendetti for his scraps and blood money. He should come to me and beg me for my help. I shouldn't be asking Billie Heck for any dirty work I could do. I should be swinging him around by his jacket collar and "asking nicely" for information. I shouldn't be working for Westin Phipps. Period. I should be punching the guy's face in. And if recluse has a problem like that, he can kiss my ***. THAT is the kind of proactive villain that would get me excited about getting into the stories. Even when I play a villain, I still want to be cool and awesome. I do NOT want to be a slimy imp running errands for someone else.

