Samuel_Tow

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  1. Quote:
    Originally Posted by Westley View Post
    Ibtl!
    PK, quoting yourself like THIS is just too much, even for you. No offence, but that's just random.
  2. Quote:
    Originally Posted by ClawsandEffect View Post
    What aside from Serge tearing out his hair because everyone is buying red trenchcoats in lieu of any of the hundreds of other accesories he stocks?
    Well, in my case I bought a white cloak, Solid Snake's camo suit, Sephirot's hair, Samurai Jack's sword, Konoko's backstory, Gideon's Ripper handguns and Dante's combat tips handbook. I firmly believe that if you rip off enough people, you end up with something that looks utterly original to anyone not privy to the inner workings of the plot Oh, and Zero's no-nonsense approach to swordplay and jumping!

    By the way, re-reading the title gave me an interesting idea. If we are to have a Broadsword set for Blasters, then perhaps we should have a gun that shoots swords? It'd be like that old Gauntlet game I was too young to play
  3. You know, I'll be honest here. I don't really get people who sell things for less than it cost them to make said things. As far as I'm concerned, ideally I expect to see prices above what you can sell things for at the stores and below what you can buy them at from the stores. It doesn't apply to Inventions, but it's a general rule of thumb when I sell. I CAN see the problem with wanting a Crafting badge, hence needing to clear space out FAST, but it still feels odd to me.

    But you know what? Odd as it may feel, I would never complain about it. People sell me recipes for FAR less than it actually costs me to make them, myself, both in terms of time and effort, so really, why WOULD I complain? So ready-made Inventions aren't a source for income. Well... Duh? What ***-to-brain logic suggests they should be? Ready-made Inventions DO NOT DROP off of anything ever. Recipes and salvage do, but Inventions do not. If you're trying to make money off the finished product, you are ALREADY treating it like a low-paid job because you're going out of your way to manufacture goods with the express purpose of turning a profit. There are other things to make a profit out of. Those Luck Charms you put into your Inventions tend to sell more easily and for more than the enhancements that you make out of them, just as an easy example.

    And, really, this is a market economy. Instead of going around pointing fingers and crying "You're stealing my profit margins!" just deal with the Market as it fluctuates. If you're trying to make use of the Market, then DEAL WITH IT. I don't sell Common recipes on the Market, for instance, and it's not because I'm a sinister jerk. They just don't sell well. Not much better than I can get from a vendor, at any rate, and for a much greater waiting time. I primarily sell the things that I can list for 250 and get 50 000 in return. Things like, again, Luck Charms, Alchemical Silver, Nevermelting Ice, Scientific Theory and so on. Not all of them sell well at all times, but at any given point SOMETHING will sell well.

    Basically, it comes down to this - if people want to sell the things I need cheaply, then I WILL NOT complain about them doing so. If someone has a problem with me getting cheap goods at a bargain, someone can feel free to go to hell.
  4. Quote:
    Originally Posted by Knightie View Post
    What you're doing is a relative waste of your time. You'll find players will pay 400,000 and even if you aren't the only one selling at that price you'll still be getting a much better return on your investment of time.
    How's about you let people do as they please? You don't want them to waste their time selling low, so I could be wasting my time NOT buying from the market? I can't support this.
  5. Quote:
    Originally Posted by ClawsandEffect View Post
    aside from spawning so many Dante wannabes it's not evenfunny
    Hey, what's wrong with that!

  6. Quote:
    Originally Posted by flashrains View Post
    Or rather, anything but tights OR a completely bare chest will, because there is also a "Bare chest smooth" option.
    What I meant was the t-shirt, tank top, gang tattoos and Yakuza tattoos, as well as the Fingerless gloves, Flared glove, Pointed glove, Warrior gloves and Bare hands, as well as Bare feet. And legs in general, by the way. We don't have muscular/smooth options for legs.

    This also doesn't work for female Tops with Skin, since we can't pick the base texture for Tops with Skin. It's whatever skin happens to... You know what? I have an idea.

    For female Tops with Skin, we currently only have patterns to pick for. Could we, instead, have an option similar to how Tights work, with a choice of TEXTURE first and pattern over it? You would obviously not have the option to pick None for a pattern, and the only textures you could pick from are smooth, muscular and possibly zombie. I'd also like to see a Tops with Skin option for me, too.
  7. [QUOTE=flashrains;2763855]It's not really that impossible. There would just have to be new hair models to go under them, that had all the hair that would go under the hat actually be flush with the scalp. I have little doubt that a good number of hairstyles could be made to fit under the hats we have.

    There's a serious problem, with that, and it's the hatline. It's easy to assume that all hats "end" on the same ring around the head from where hair could start, but they don't. Sure, a lot of them DO, but a fair number don't. Examples? Well...

    The female Fedor is tilted to the side, skewing the hatline and making it incompatible with hairs designed for, say, the female duster. The Egyptian headgear covers the whole back of the neck, making hair options incompatible with it as a whole, unless you mean FACIAL hair. Or maybe chest hair. The Cyborg and Enforcer "hats" cover the back of the head, meaning hair has no place to attach. There's a pirate bandanna... I think it's called the "swabbie" or some such. That one has the bandana long down behind the head. And let's not even talk about the Tin Crown.

    Plenty of hats are designed such that they don't support hair. As such, you can't make hair independent of hat, or else you open the door to massive, ugly clipping. This doesn't mean that every hat has to have its own, unique hairstyle specifically crafted for it. As you already mentioned, many hats do have a similar hatline, so hairstyles can be recycled between them, saving on actual modelling work, but the options would have to be settings OF THE HAT, not settings in general.

    Here's how I see this:

    Currently, when you pick a hat, you have one UI option, which is basically the hat model. That's that. I suggest adding a second option unique to each hat similar to how textures are for something like gloves. You pick a hat that can have hair with it and the second menu enables, giving you access between a few choices, say bald, short, long, ponytail. These could be the same for all hats that COULD have hair with them and the option could simply be disabled for hats that can't have hair like how Cyborg gloves have their texture and pattern fields disabled.

    I honestly heartily believe that this needs to happen.
  8. We get these so often it feels like we should put a sticky about them.
  9. Quote:
    Originally Posted by Leo_G View Post
    If you've got lasers, why shoot bullets? Unless there are jedi about to deflect your lasers, it doesn't make much sense to me and seems less advanced.
    And again, that's a matter of taste. I happen to feel a more diverse powerset would be cooler. Why use bullets when you can fire lasers? Because bullets are inherently cooler than lasers. Why not just fire bullets, then? Because lasers are cool, too, and we don't want to retread over Assault Rifle for the sake of avoiding redundancy.

    Some sets are focused. In fact, practically ALL sets are focused. Outside of Assault Rifle, Devices and Traps (and that's three out of HOW many), can you point to any powerset for any AT that isn't focused? I guess Soldiers of Arachnos might count, though I haven't played them, but practically everything else follows one single theme and approach. Energy Blast is blasting people with energy. Archery is shooting arrows out of a bow. Dual Blades is about as much as you'd expect - two blades.

    Oh, hey! Trick Arrow! People keep ******** about the set's performance, and whether I agree with it or not, I LOVE the premise. Net arrows, freezing arrows, oil arrows, toxic arrows... We could use a few more sets like these.

    And besides, an "armour" powerset is not linked to any specific element, weapon or technology, nor should it be. This isn't Iron Man armour blast, and it needs to at least conceivably work for all powersets. And, as we've seen, more conventional firearms have been used in magical context in recent years.
  10. I heard somewhere that stances like this one were in the works. I don't know whether that's true or not, but if it isn't, I'd like it to be true.
  11. Quote:
    Originally Posted by Leo_G View Post
    Like explained before, I don’t care much for the idea of adding grenades and machine guns to it and even more against it if for whatever reason, these are fired from a new location on the body like from a back-mounted unit or the shoulder. But even then, I can see perhaps adding a grenade attack (maybe even call it Ballistics Armor Blast) and maybe a Dragon-Breath round attack in there. But I'd rather such a set be focused (Lasers, missiles and maybe a grenade and explody-round attack).
    That's a matter of perspective, really. I happen to think Assault Rifle would be the coolest set ever if it didn't suck so hard to actually play it. Thematically, it's my favourite Blast set by far. It's not a concentrated concept, but that's kind of the point. Few sets do that, and I happen to think we could use a few more. I'm not resistant to a set that's mostly lasers, but I'd rather that be a Pulse RIFLE set and nothing else. Not arm blast, not raygun blast, not chest blast, not alien blast. Pulse Rifle Blast. Blast out of a futuristic-looking rifle. So if we'll be designing a set that's mostly lasers, I do NOT want it to be this one.
  12. Quote:
    Originally Posted by Techbot Alpha View Post
    /Signed for a build and muscle slider. I hate trying to make slim characters, male and female, that nonetheless have really harshly defined muscles.
    Basically, do what Champions Online did and separate muscle definition from build or model. I know it's bad karma to bring that game up, but if there's ONE thing it does right, it's this.

    To be honest, men already kind of get this. You can have a muscular torso and a smooth torso, but for women, that is simply not an option. And even for men, it's a Tights texture. Anything BUT will still assume a muscular physique, like tank tops, tattoos and fingerless gloves.

    For my money, I want to see, if not a bump map muscle slider, then at least several textures for basic skin to use Tops with Skin over. We can already pick skin colour. Why not skin texture?
  13. Hats are flush on the head, both in terms of realism an in terms of how they're built in-game. In the real world, people who don't have Johnny Bravo hair tend to press their hats against their heads, compressing the actual hair, hence the hat's shape (or at least its inside rim) conform to the shape of the skull. In-game hair is NOT compressible, hence putting hat on a head with ANY hair will simply have hair clipping through the sides of your hat. The "hairstyles" that hats come with don't actually HAVE hair. The hat IS the hair, with nothing underneath it other than a bare head.

    All of that is to say, you can't have "hats with hair." The most you can hope for is the creation of a few unique hair options designed specifically for each hat. I'd put that at "highly unlikely," but I fully agree it would be a major step forward for the costume creator.
  14. Quote:
    Originally Posted by Leo_G View Post
    But I always wanted a beam saber in place of my Fire and Ice sword attacks. It's the primary weapon of my 2 reploid characters (the FENIX saber and the Cryo-beam saber)

    See, THIS is cool. One thing we utterly LOST when MegaMan moved from anime-style 2D to amorphous-style 3D was the density and style of 3D effects, lost to a sea of semi-transparent sprite effects.

    If ever City of Heroes gets a beam sabre, a light sword, a laser blade or whatever incarnation you want, it HAS to have these kinds of effects. Not just a glowing phallus in your hand that sort of waves around with motion trails. I mean an actual weapon made out of effects that smears as it moves, that curves out of its projector, that forms these nice, thick, long blocks of pure energy. I can do without transparency on that AT ALL. Think MegaMan X4, NOT MegaMan X8.

    In fact, I wouldn't call Zero's Z-Sabre a blade at all. It doesn't have a solid shaft of semi-matter, it basically curves around his swings and displaces off its vertical COMPLETELY. It's more a short-range energy projector than an actual blade. And that's actually a very good design. It allows him to do all those crazy swings that other weapons just can't pull off.
  15. Quote:
    Originally Posted by DKellis View Post
    When I get that One Single Thing response from people, I find, after further questioning, that it's because it's the first thing that came to mind, and they actually had more complaints.

    They just mention that one thing because they assume I'm not the sort to drop whatever I'm doing at the moment just to, as it were, explore the conversation tree for as many Codex Entries as I can find.
    Really? Huh... My response to that kind of question would be "Really? That... That's your only reason for hating it? Just the same old instances?" People, for the most part, tend to elaborate past that, at least when there's something to elaborate on. When there isn't, it's basically "I just don't like it."

    But again, singular reasons like that just confound me. You log into a game you haven't played in a long time. What do you expect to see? Me, I'd expect to see all the things I recognise. Where does this expectation that everything will be different come from?
  16. Quote:
    Originally Posted by Creole Ned View Post
    Sam, you seem to approach the game as a kind of 'comfort food'. I like a little more variety, so I'm willing to try something spicy, even if it means it may not agree with me.

    To each his own.
    You are, of course, free to do with your game as you see fit. No argument there. But it makes my skin crawl to listen to you describe all that horror

    Basically, for me it comes down to "things I don't want to do." Things I don't want to do include, but are not limited to:

    *Looking for stuff with no feedback as to the progress of my search. Are the correct enemies around the next corner? No. Are they around the next? No. Are they even in this area? I don't actually know...

    *Fighting things so tough they cheap-kill me a lot of the time. Dying is never exactly fun, but if it was my fault because I screwed up, I can just wave my hand and accept that that's just how things are. Getting cheesed by high-level enemies because my mission is dumb enough to put me up against things the developers keep insisting I shouldn't be fighting is much harder to handwave.

    *Dead-air travelling. I don't mind travel IN GENERAL. I grew up as a kid doing massive road trips annually, and I still like a nice car, bus or plane ride. But when it's basically minutes of dead air, not seeing anything interesting, not DOING anything interesting, it's pointless. It's a loading bar in all but name. I'd sooner fight stuff while travelling even if it takes longer than having to suffer through dead air.

    *Wasting my time with malicious design. Crimson in PI sending me to Kings Row, having to go back to him, only for him to send me back to Kings Row, only for me to have to go back to him again IS A WASTE OF MY TIME. It adds nothing to the game that I couldn't have done my swivelling my chair around to watch Crime.inc on Viasat Explorer (I need to switch cable providers).

    I don't mind variety, especially not on principle, but things seemingly custom-designed to piss me off... Well, piss me off. I like my games to keep a consistent pace of involvement. That doesn't have to mean a FAST pace, just as long as they don't sit me down listening to static for five minutes at a time.
  17. Quote:
    Originally Posted by DKellis View Post
    Anyway, based on responses in this thread, I'll probably tell him to wait until Ultra Mode is in, and then see what he says about it.
    Provided you're in Beta, you could always let him play on your Test account and just not tell anybody
  18. Samuel_Tow

    Page views

    I have 543, and I've no idea why I'd have a single one.
  19. Quote:
    Originally Posted by Techbot Alpha View Post
    Blast set: Armour Blast
    You score MAJOR points for spelling "armour" with a U

    As for the set itself, I think you have far too many laser attacks. It's turning into a reincarnation of the Pulse Rifle suggestion, and THAT I'd rather be a rifle than an arm cannon.

    Without trying to modify your suggestion, here's what I'd like to see:

    Crub it down to one, at most two laser attacks if you have to have multiple. Crub down the missile attacks too, while you're at it. One or two is enough. Instead, add a machine gun attack or two, possibly machine gun plus single-shot round, and add in a couple of grenades. If you have to, add in an energy blast, a flame attack or some kind of cold shot. In fact, to completely rip powers off from the game just for simplicity, let me explain what I mean:

    1. AR/Burst from an arm machine gun
    2. Robotics/Pulse Rifle Burst from arm laser
    3. AR/Buckshot from arm shotgun
    4. AR/M30 Grenade from arm launcher
    5. Aim variant
    6. Munitions/Cryo Freeze Ray from arm gizmo
    7. Fire Blast/Blazing Bolt from arm flamethrower
    8. Energy Blast/Power Burst from arm cannon
    9. Robotics/Assault Bot/Explosive Missile Swarm from arm launcher

    I know this doesn't make too much sense and it isn't pretty in the slightest, but I didn't exactly give it too much thought. I need to leave for the dentist in about 10 minutes, so I can't go into detail at the moment.
  20. Quote:
    Originally Posted by Jophiel View Post
    Less about me being afraid to ask and more about me being curious if there was a general understanding among the game community regarding what it meant. Especially since I see it fairly commonly.
    I see. I don't think there is a consensus, but here's the thing - even when there IS a consensus, it never hurts to ask. You're calling whoever is broadcasting one way or the other, so you might as well include level and AT anyway. It doesn't hurt to, and the person will then decide what to make of that.

    Simply put, if someone says "Lvl 50 IFT, 5 spots" you respond with "level 33 Scrapper looking for ITF" instead of "I want in." It's a bit longer to type out, but still.
  21. Samuel_Tow

    Doing the Sums

    Basically, yeah. As the development team expands, the quality of the final product, the attention to detail and the size of each project grows in proportion. They may not be doing more quantitatively, but in terms of added value, these guys are working their ***** off and delivering oodles.

    And I, for one, really, really appreciate all of the effort.
  22. Quote:
    Originally Posted by ClawsandEffect View Post
    The point I was making is that I don't HAVE a WoW account. I've never played the game in my life. They're trying to steal my account, and have met with abject failure because it is impossible to steal what doesn't exist.
    I don't think they have any way of knowing if you do or don't have a WoW account. As far as I'm aware, WoW is famous enough to where a blind phishing scam has a decent chance of hitting on someone who both HAS a WoW account and IS rather very gullible.
  23. Samuel_Tow

    Combo Animation

    Any idea that requires unique animations for specific combinations is inherently unworkable, because it's both a lot of work upfront, and then increases both maintenance and development cost farther down the line. It's just not a good way to go about making powerset flow more natural.

    If we DID want to go that route, though, I have another suggestion, which would require probably no less new tech to make work. I suggest giving each animation a slightly tweaked variant which would work "in a combo." A combo, here, will be defined as an extra state the character comes into at the last few frames of every power. Basically, instead of ready -> animation -> ready, we'd go ready -> animation -> combo -> ready. If another animation is activated during the combo period (which basically means if another animation is queued), that animation will play its alternate.

    The reason for this is to add an extra combo state unique to each powerset that would be in-between power animations and Ready, flowing out of which ought to look a bit more natural. The problem with current sets, say Broadsword, is that the flow is really jarring with all the returns to basic stance. Most Broadsword attacks take a step forward, so you end up taking a step forward, taking a swing, taking a step back, then taking ANOTHER step forward and going from there. A combo state for Broadsword would be right leg forward, so subsequent animations, they they won't take less time, will at least make the flow look smoother. Basically, it's a stance that's maintained as long as you are queueing up attacks and prevents the character from going back to the default ready.
  24. I honestly thought this would be about restructuring the feedback of the /loc command to be consistent with how civilised men measure coordinates, which is to say x, y, z, or sideways horizontal from West to East, frint-toback from South to North and vertical from down to up.

    Right now they're jumbled, something like z, -y, x, and for the life of me I don't know why.
  25. We really are past due for a rather large-scale influx of new weapon models for all weapon powersets. The old NPC ones are cute, but we really need to see more. A really BIG sword would be cool