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Quote:That's why I don't watch movies based on anything I liked. They may be perfectly good movies, but they will never be even close to the source material, so there really is no point.Isn't that everything Hollywood touches? They take a story like Sherlock Holmes, X-Men, Street Fighter, etc, and make filth out of it. They don't stick to the original characters or story and it becomes something so far removed that it could have been its own movie, but instead they hot-glued a name of something else onto it to draw people in.
For this reason, I don't intend to see the Mass Effect movie (if it ever comes out) unless there's some specific reason to, and why I don't intend to watch the Avatar: The Last Airbender movie. Both of these are best fit within their own genres and don't need movies made out of them. I'll probably see the Prince of Persia movie just because they seem to have gotten so much right (and I have a friend who will insist anyway), but I do so with apprehension. -
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Time runs out, and I don't see a PlayNC store. I warned you, but you didn't listen to me. Apparently, there must be a penalty before we'll understand each other. For this, Mynx has also received a beating. Her shame and humiliation is on your hands.
Incidentally, I ran out of Vindicators. I should have done this before I started the mission. Any ideas where I can find more? -
I'm logged in to Victory right now. With Justice, this gives us servers from both coasts as working.
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Quote:Well, to be honest, I think a lot more people would have enjoyed the movie a lot more if it didn't have Sherlock Holmes' name attached to it. It wasn't a GREAT movie, but it was basically a comedy with action, so as a base movie, it was decent."BEYOOOOND REACH SMAAAAAAAAAAAAASH!"
Everytime I see mention of the absolute pile of filth it sends me into a blind rage. When did Holmes and Watson ever get into a fight? Holmes would probably collapse in the middle of a fight being a cocaine addict who spends most of his time sitting in the dark, smoking crack and playing the violin (is it the violin? I can't remember that well anymore). Watson is just a guy, an average man, a doctor and as I seem to remember, abhors violence. That movie was complete....nonsense. It is the most horrible thing Hollywood has ever done.
Now imagine if it was, instead, about a war veteran cyber super soldier Hercule Poirot, accompanied by Grandmaster of magic and the occult Arthur Hastings, and together they battle Mecha Godzilla on the moon. Wouldn't that have gone over so much better? -
Quote:Duuude! Tails don't go on the waist, they go on the bottom of the spine
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I got tired of waiting, so I logged into the game to beat up some Vindicators. I've already scratched Luminary, Valkyrie and Miss Liberty. Each hour you delay, I beat up another Vindicator.
Please, think of the vindicators!
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Quote:While I'm not a fan of the idea itself, I like the basic concept behind it. Killing with damage shouldn't be the only way to defeat things, specifically since other games have historically allowed for permanent (at least until specifically cured) status effects. The original Baldur's Gate had basilisks that turned people to stone permanently. As in, it never wore off, and you could spend an eternity as a statue, at least until someone used a Stone To Flesh scroll on you. In fact, one party member is acquired like this - restored to life from a sea of Basilisk victims that may have been there for years. Baldur's Gate 2 has the Cowled Wizards, who can imprison your characters underground, and they will stay there until you return with the right scroll and cast it in the general area where the character was imprisoned.I actually really like this idea. As long as it was weighted correctly, I think this would be a great development to mobs. This is also an excuse for a new powerset, or perhaps lots of additions to pre-existing ones. Illusion control, for example, could be a monster in this field.
So why can't we do that? Petrify an enemy enough and they turn into a statue and count as defeated. Then they fade and are assumed to have been teleported to the hospital where magical doctors de-petrify them. Or how about choking someone enough to where he passes out and counts as defeated? Or freezing him solid so that he won't break out on his own? The concept is there, it's the game's combat mechanics that make it implausible. -
Well, one has to assume that a new set would have to be reworked and adapted to the Architect, which wasn't part of the pre-pruchase deal. Wait for Going Rogue, probably.
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Hey, don't jump on me for hating on the Brits. I don't
I just prefer American movies as a general thing, both for budget reasons and cultural reasons. And I'm not even American, nor have I ever been to the US. In fact, I'm from Eastern Europe.
But for what it's worth, British movies do tend to be a lot more gritty, which mirrors the movies made by my own countrymen, and it's a style I don't like at all. I've seen a few British movies, I just can't name most of them, and having spent some time in the UK, it's just a mentality I prefer in movies. It's the same reason I don't watch movies from my own country, and refuse to acknowledge them as great no matter how many international awards they receive. They're just too depressing to bother with.
That's not to say Dog Soldiers is a bad movie. I honestly wouldn't know, not having seen it, and again, I never said I won't see it because it's British and therefore inherently evil. It looks interesting, though I have to question why the trailer for a horror movie would boast about its humour (which I didn't actually see in any of the clips I checked), so I'll probably try and spare some time to give the thing a once-over. After Hollywood's bastardisation of Sherlock Holmes, a bit more actual Britishness would do me well
Mind you, I have a LOT of stereotypes, preconceptions and established notions that I use to determine which movie I want to see and which I don't, but none of them reflect on the quality of the actual movie, only on how likely I am to see it. For instance, I never saw Titanic, and despite all the hate directed towards it, I can't say whether or not it was a bad movie because I didn't see it. I just knew it was a movie I wouldn't go out of my way to see, specifically.
Believe me, American cinema has produced a lot of cliches, itself, but I'm just a sucker for a big-budget movie. Nothing kills the mood faster than budget special effects, which is why I've all but stopped watching sci-fi series. Even the good ones just irk me. Again, that's not to take away from the movies' and series' quality or the dignity of their country of origin, merely to express my willingness to see them.
And I have to say - I'm not exactly an avid movie-watcher. I never saw Star Wars Episode III, Lord of the Rings: Return of the King, any of the Super Man movies and so on, and a lot of movies I wouldn't have checked out if friends hadn't asked me to go to the cinema, like Sherlock Holmes, the latter X-Men movies, the latest Spider-Man movie and so on, or hadn't brought me on DVD, like the sequel to the Incredible Hulk, which ended up being a much better movie than the original mockery. Pretty much Avatar and Iron Man are the only movies I specifically went out of my way to see, and I've recently been trying to track down Aliens without the extra scenes, but because I live in bizarro world, everyone thinks the movie is worthless without them, so I can't find a decent theatrical version.
I WILL be looking into Underworld, though, for the simple fact that at first it looked like yet one more push to cash in on the vampire craze of the time, but I've consistently heard good things about it. I do NOT intend to see the sequel. -
Well, I'd certainly like to have a spot in Beta so I can try help point out anything that specifically slows down (I still don't have my 275), but I can understand not being invited. I've been shunned from every other Beta that wasn't based on seniority already
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Quote:You can still find the PlayNC store link on the site, it's somewhere in the amorphous black, but the store is down for maintenance.The front page is kinda broken too: http://eu.ncsoft.com/en-gb/
*edit*
Actually, searching for the black-on-black link to the PlayNC store kind of reminds me of scanning planets for minerals. I'm just missing the clicking scanner
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Quote:The animations can't just be recycled, because they need to match the Rooted times of the existing animations, or the set can possibly LOSE effectiveness in specific combinations. In particular, just pulling animations from Dual Pistols ready-made will increase cast times by almost 50% in some cases. Animations will, at the very least, have to be customised to match current Rooted times./signed
It's a great idea. I imagine in my naivety that the animations can largely be recycled from other powers too. If the code can possibly be done, I'd definitely go for it (perhaps three mechanically identical powersets, only one of which is available at a time at char creation, depending what other set is chosen?).
As well, cloning the powerset is something Castle has been shooting down pretty much since he's been with the game. This triples the workload involved in keeping the powerset straight, it makes bugs harder to track and opens the doors to all sorts of problems with the different versions desyncing. This was suggested as a possibility for Power Customization as far back as the beginning of the game, and it has always been turned down. Redundant sets will not do for customization, especially not now that we have an actual system to handle this.
But again, animations are not the problem here. Even at the worst of times, they can just be redone. It's what BABs did for Shields. The problem is the rig itself, in that I don't think it can do what you want it to do. Swapping power props is already easily possible and power customization does that even now. Swapping costume piece weapons and the stances that call for them does not appear to be something which is changeable, however. Anything we customize retains its activation sequences and only alters its attached animation or effect. And, yes, fire swords are actually effects. That's why they don't scale with model.
Now, a question comes up that I'm sure no-one wants to ask, but... Are we sure that weapons as a costume effect is the best way to handle weapon customization now that we have greater power customization? Might it not be better to instead go back to the old system of using power effects for weapons, now that we can actually alter these effects? What does having them as costume pieces actually give us?
The original answer was to add customiation, which is now possible via other venues. An auxiliary answer was that this allowed BABs to scale weapons to the model size, so women have weapons that are really just far too small. Power customization ought to be able to handle that with the introduction of several sizes of props for players to select from. Another thing we actually see with shields is that having them as costume pieces allows more customization options, with more colours to go around. I'll give that to shields, but all of the other weapons have uni-models and only two colours, which the current power customization can already model. Furthermore, this seems to be a UI concern more than anything else, as the power customization UI has only one category with everything dumped into it. I'm not sure if it can be broken down into several to affect different aspects, but it might not actually be able to do that without newer tech.
I guess there could be some kind of programming solution that makes it better to have one and only one weapon defined as one and only one costume piece that powers always reference, rather than having nine copies of it for each power to write down separately and then try to keep consistent. That's kind of why I'm asking - is it the best solution to keep weapons as costume pieces vs. calling them as effects? -
Quote:I thought you meant a system that already does thisTarget an enemy and then use a buff power. The power will target that enemy's target. You can do the same thing to target through your target. It shouldn't be too hard to create a function that returns a binary that simply verifies that the target of the target isn't yourself.

This sounds plausible. The /assist command (I think it was called that) basically does the same - takes your target's target and makes it into your current target. No-one ever uses it, but it exists. It's also possible to target through ENEMIES, as powers will skip your target if they can't affect it. This means that trying to heal an enemy will actually heal the ally that enemy is currently targeting.
Currently, we (as players) actually have a way to check a target's target, in sort of a roundabout way. Mastermind players can order their henchmen to /petsay $target, which causes the henchman to either call out what it has targeted or return $target if it has nothing. This is done via chat, but it should be safe to assume that this information can be dumped back into the system, instead of being dumped into the Pets channel, and it should then be possible to compare that to the Tanker. I'm not sure how the system itself identifies target, but I doubt it's by name. However it does this, it should be possible to capture this and boost damage if the Tanker's target's target is different from the Tanker's own identifier. I hope that whatever this call returns when no target is active is something that no player can ever have assigned as his identifier, so technically speaking, this should work both with a different target and no target at all.
Obviously, Standard Code Rant applies and I've no idea how the system is actually rigged. I'm also positive a new subsystem will have to be integrated into the powers system specifically for this and this alone, and what effect this will have on server load (server, not connection) I can't say, but if the system can check which toggle you have active and then alter the chances of power components to fire based on that, I can't say this particular issue is out of the question.
But again, I have to ask - how do you handle the problem of two Tankers swapping trains to ensure they're always fighting against things not aggroed on them? -
Attacking and moving, especially in melee, is one of the biggest problems of contemporary gaming. Most games that allow you to attack while moving either have special versions of your melee attacks to be used when runnin, have special running attacks (like Oni) or look bloody awful (like Rune). There is no dumber choice to make than to have melee combat consist of a bunch of people strafing around each other waving swords. It destroys any sort of "cinematic" experience when the upper body and the lower body are animated separately, because this makes characters look gimbal-mounted turrets on top of a motorised chassis.
Melee combat and melee attacks require animations that encompass the entire body. Leg stance, body posture, arm position and the whole body acting in unison to produce a believable-looking strike. Having a person stand up perfectly straight and just swing a sword around with just his upper body is one of the DUMBEST ways to animate attacks, and it's also one of the easiest ways to tell when a character has no idea how to use a weapon he is given. I can sort of imagine running and gunning, but melee attacks just DO NOT LOOK GOOD when you let the player strafe and change directions as they're animating.
All that is to say that moving melee animations would basically require brand new animations, and even then would probably lock you into moving in the same direction while they animated anyway. Too much work for too little gain. Melee fighters that uproot just never look good. -
It's an unfair advantage because it's a paid-for perk, rather than a legitimate power pick. Paid for perks should NOT give people a distinct advantage in combat over regular players. That's pretty much the worst thing you can do with microtransactions. Ninja Run provides a cool power of limited use, as well as some basic utility. It does not make you more powerful exactly because it cannot be used with other powers AND it costs as much as it does. I do NOT want to see its utility expanded.
Again, I have nothing against retaining the animation, but I have everything against retaining the movement buffs unless this were instituted as a legitimate travel power and a power pick. -
Swift boosting flight speed is acceptable because it's an additional power pick you have to dedicate to it. Sprint is a power everyone has, so giving it a flight speed buff amounts to the same thing as just boosting the base flight speed for everyone.
Granted, Sprint already boosts Super Speed in the same way, but Super Speed caps with just its own default slot, so that's not as much of an issue. -
Trick Arrow, not Trick Archery.
While I can't see a reason why this SHOULDN'T happen, I can give you a reason why it most likely won't - power customization, as of right now, does not appear to be able to change power activation sequences, and it's activation sequences that call a weapon and define which animations are played. Because a weapon is a set-wide parameter and a costume piece written into the set itself, this is not a simple change to make, and would likely herald the ability to pick to use weapons for non-weapon powers and vice versa.
The problem is with how weapons and animations are changed. Power customization is currently only capable of altering animations and effects. It is not capable of altering customizable weapons, as those are costume pieces and not part of the powers system. It is also not capable of altering the activation sequences that call these custom weapons, and it is the activation sequence which defines what weapon you're going to use. The less interdependence activation sequences have, the better it is for the game, as Shields and all their related bugs have demonstrated. Each time you attempt to have one set try to alter all of its animations to account for the activation sequence of another set, you double up your workload.
What you're asking for is not inherently bad, but as far as I'm aware, the game currently does not support the technology required to alter this in real time on our end of the client. -
I guess regular maintenance. I don't know what that means in US time, but for my time it's in an hour or two counting from now.
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Say, here's something else, and I know this won't get read, but anyway:
Does anyone think I can justify Willpower as representing the natural toughness of an almost indestructible cyborg? I don't actually have any problem with using Invulnerability other than redundancy with other characters, but I want to explore the possibility.
Now, being an ultra high-tech cyborg in an ultra low-tech post apocalyptic world and the contemporary moderate-tech world of Paragon City, I've had to fuge an excuse to institute a self-repair system into her, which actually solves a LOT of problems in one fell swoop, so I'm keeping this one. But I can already kind of say Dull Pain represents this, because it IS a really powerful heal. Willpower, to a large extent, depends on its regeneration, as neither its resistance nor its defence is particularly strong, but doesn't that kind of undermine the concept of an unbreakable cyborg? I mean, isn't Willpower more a set for characters that DO go down... A lot, but just keep coming back up?
The reason I'm asking is because a lot of people have told me that I should dump Invulnerability and go with Willpower for an invulnerable character, but isn't that kind of missing the point? Personally, I've always kind of seen Willpower as more of a counterpart to Regeneration than anything else, as it seems to focus on getting hurt but not letting that stop you, whereas what I have in mind is more NOT getting hurt. But then, I've never really used Willpower to model John McLane so much as... Well, one regenerating super soldier and one regenerating nanite construct
So I really don't know.
I do enjoy the psychic protection Willpower provides, but that might actually also be against concept, as Crash has an entirely cybernetic body, but still retains a human brain with full function. I could really fudge some kind of "psychic dampener" if I really had to, but it would only serve to solve a problem I'm creating for myself, and it would actually detract from what makes her interesting - the conflict between having a cybernetic body that doesn't actually "feel" so much as "inform" and the desire to retain some semblance of humanity.
Basically, do you think I should use Willpower to model a more exotic version of Invulnerability, or just stop trying to think so much and go with Invulnerability without worrying about having a SS/Inv Brute? -
