Samuel_Tow

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  1. Quote:
    Originally Posted by Plusone View Post
    What do you think, what combo would you make?
    Empathy/Empathy.
  2. Quote:
    Originally Posted by Lighting_Thron View Post
    ok great, vigilante/rogue is basicaly what i asked, i dont see why i needed to see 20 posts of how visual effects will distrube you and how bad a open world would be.

    but the game will arleady be open world in GR so..what was the point of all that flaming besides my grammer?
    Because you were told so repeatedly on page 1, but instead of parsing it or looking up Going Rogue information, you chose to keep on bickering.
  3. Quote:
    Originally Posted by Fleeting Whisper View Post
    GG, Sam
    Fixed. Intra-cranial backfire on my part.
  4. I'm not really a fan of the running animation or the stance (aside from their being DIFFERENT, which is GREAT!!!), but I love, love, love the jump flips. Especially the swan dive back flip. Love it!
  5. Quote:
    Originally Posted by srmalloy View Post
    Ever since I happened to see (probably a glitch) Unicode characters in chat in CoH...
    It's not a glitch. The game has supported Unicode for years. When it made the jump to multithreading, it actually prevented people from switching keyboard layouts to type in nin-English languages, but that has been fixed for probably a year now. The game currently supports, displays and allows the typing of Unicode characters, and the Microsoft Language Bar offers keyboard layouts for everybody. And even if it lacks a specific keyboard layout (like Bulgarian Phoenetic - curse you XP!!!), you can download the layout off the 'net (mine is from some dudne named Ilia Dankov).

    Then again, there isn't much use for Unicode in the game outside of making novelty binds.
  6. Quote:
    Originally Posted by Gaspard View Post
    I got used to having something new other than few worn out patterns per issue, but I'm messed up in the head like that.
    You know, leaving these comments behind just makes the pot shots so easy it's not even fun considering them.
  7. The stupidity of "We ain't go nuthin' in years!" aside, I actually have to say that, while I'm happy to snatch up all these fancy new costumes with the Booster Packs, there HAS been... Shall we call it "a concerning trend" for new costume pieces to come from booster packs mostly and in regular content barely at all. Make no mistake, I love the costumes I paid for and I don't regret it, but I'd love to see more free pieces, as well.
  8. Quote:
    Originally Posted by Lighting_Thron View Post
    you will stay go as a hero to paragon and a villain to rogue isles, its a nice thing for the people who dont have alts, but its not open world.
    You really have no clue how the system will work, do you? You have four factions: Heroes, Vigilantes, Rogues and Villains. Here's how it breaks down:

    Heroes can only go to Praetoria and Paragon City.
    Vigilantes can go to Praetoria, Paragon City and the Rogue Isles
    Rogues can go to Praetoria, the Rogue Isles and Paragon City
    Villains can only go to Praetoria and the Rogue Isles.

    Far as I'm concerned, you have two factions that can go everywhere and one place where EVERYONE can go to. Problem solved?

    *edit*
    Quote:
    what is so wrong with making the world twice as big for the player, i'm talking about the majorty of the MMOs, people who play with only 1 toon, at 1 faction.
    What's so wrong with replacing all trees with giant lollipops and all paved streets with giant bumper stickers? It doesn't make any sense. If you have an actual, solid idea about how heroes and villains can coexist in their own zones without introducing PvP AT ALL, then by all means, share it. If not, then do like we do and wait for Going Rogue.
  9. Samuel_Tow

    Ninja Running

    Quote:
    Originally Posted by Luminara View Post
    Combat Jumping has a very low friction value. If you let it, a character with CJ toggled on will continue to move in the chosen direction for longer than any other power (while you're in the air). However, that low friction value also means you can immediately change direction and begin moving in that direction with almost no loss of speed. No other movement power gives you that much control.
    There's a bit of a catch here. Without Combat Jumping, you have less friction than you do with Combat Jumping. However, with Combat Jumping on, you can KILL your lateral speed almost on a time just by moving in the air, whereas without it, you can't affect it much.

    Example time:

    Turn on Super Speed, take a running jump, then try to steer with strafe left and straight right. Not a lot happens. Now turn on Super Speed and Combat Jumping, take a running leap and try to steer with strafe left and strafe right. You break on a dime and drop down to Combat Jumping speed, which is a LOT LESS than the speed you can get if you jump in the air while super speeding. That's part of why you're not supposed to use travel powers while jumping over the Shadow Shard geysers - if you try to steer with them, you kill your forward speed and land short.

    Hell, even just holding down FORWARD while taking a super-speeding running leap with Combat Jumping on slows you down.

    Also, I do know "Jump Speed" stands for lateral movement speed while jumping, whereas "Jump Height" is the distance (or rather time) after which your upward thrust cuts out. To the best of my knowledge, there is no way to affect the speed of ascent in any way, and I don't know much about friction.
  10. Samuel_Tow

    Ninja Running

    Quote:
    Originally Posted by lionheart_fr View Post
    This is the main problem I have with it. The animation does not look natural, athletic, or acrobatic on the run itself. It looks like you're getting ready to ram somebody, not sprint across the city. I can't think of many of my characters that would look right with that animation.

    Hopefully in the future we'll get another version with more natural, athletic animations.
    I'm sorry to be the party-pooper (and making a habit out of it) but it looks to me like the intent of the Ninja Run was... Well, a NINJA Run, and they picked what is simultaneously the most iconic and most ridiculous of ninja run style. I don't mind the arm positions so much, even if they're over-flashy, but the "quick steps" leg movements are what betrays intent in my eyes.

    It's well made for what it is - a very exaggerated NINJA running style, as opposed to one that is merely acrobatic. The running animation isn't natural, but it isn't intended to be. It's intended to be this unnatural tap-tap-tap of a ninja running through the woods. Sort of like what you'd see in the Bunnykill cartoon, just to pull an example out of the air.
  11. Quote:
    Originally Posted by Nihilii View Post
    Seeing as the word "good" doesn't apply to anime, ever, I'll have to agree with your quote. Indeed, in anime everyone is running like that, looking stupid.
    That's both an ugly bias and patently untrue. "Good" anime is in the eye of the beholder, and I've not actually seen a SINGLE anime where people run like that, outside of Naruto, obviously. If "ninja" anime is all you've ever seen, then maybe, but something tells me you haven't exactly seen a lot of anime.
  12. Quote:
    Originally Posted by Bill Z Bubba View Post
    We've already got buy a respec, buy a server slot, buy a transfer.

    I can see those happening.

    What's the problem again? Let the fools be parted with their money. While player X spends 10 bucks to get from 49 to 50, I'll play for an hour and get the same thing.

    Self-heal? I'd be the fool buying that one.

    Still not seeing a problem.
    I don't enjoy a game where purse strings control power levels, that's all. We're not quite there yet, but I do NOT want to follow the example of those "free" to play MMOs where the only way to REALLY play is to fork out for all kinds of benefits. I tend to quit games that sell experience potions, epic items or outright levels for real cash without thinking twice.
  13. Quote:
    Originally Posted by Bill Z Bubba View Post
    I do understand that you probably feel this to be some kind of slippery slope, Sam, but if they nerf ninja run to jump pack status, they're going to have a bunch of people, myself included, demanding our 10 bucks back.
    Well, obviously. I'd be pissed off, too, if something like that happened to me. I CAN hope for a little more tact in the future, but to be honest, I'm starting to believe the people who were saying that microtransactions are where the game is going. First basic costume editing functionality, now an almost-travel power. I'm actually dreading to see what comes next.

    I don't like to make slippery slope arguments, because they always fail, but I look at precedent, and that's the only thing I can see.
  14. Quote:
    Originally Posted by Laevateinn View Post
    Not a valid comparison because most of the game is relatively flat terrain, with the occasional obstruction too high to hurdle over. A high jump power with a 2m (not 5m) recharge is of practical use; a moderately faster sprint with a 2m recharge... is not.
    "Moderately faster" is a bit of an understatement, don't you think? An ordinary Sprint is a 50% run speed buff. The Ninja Run is +114.76%, which is twice that speed. And endurance cost doesn't really matter. You're not going to be fighting with the Ninja Run, only travelling with it, and it costs less than or equal to all other travel powers, so cost arguments don't really apply.

    As for it only being available once every two minutes? Why not? You need to go somewhere, you activate the ninja run, you get there, you deactivate it. Do what you need to do there, activate it again and travel. Good for travel, but it still lacks the utility and versatility of a true travel power, so things remain in balance. But right now, the Ninja Run is not terribly worse than travel powers which take a power pick (or two) and yet simultaneously not limited in... Practically any way. Not like temporary powers in that it never expires, and not like other booster pack powers, in that it has zero recharge time.

    I don't like this setup.
  15. Quote:
    Originally Posted by Blood Spectre View Post
    Mission Teleport. A power I bought, and can no longer imagine myself playing with out.

    Point. Your serve.

    I don't get tennis analogies.
    Yeah, but... The Mission Teleporter is on a ONE HOUR recharge timer, and is unaffected by speed buffs I swear by my mission teleporter as much as the next guy, and being smart about it can probably 20 minutes of travelling over a long play session. But it's hardly something that you'll drop your travel power over, because missions rarely take an hour to complete, and even then, it can't take you to the market or to your contact. I swear by the thing and I'd never consider relying on it.
  16. Quote:
    Originally Posted by Arcanaville View Post
    The lessons they didn't learn still have me shaking my head, but its clear to me they did a much better job the second time around.
    I've no doubt they learned a lot on the mechanical end of things, but Jack's big boasts weren't about that. To hear him speak, you'd think the game would be like City of Heroes, only many times better. Not only is its being better debatable, it's practically nothing like City of Heroes at all. To the point where I can't understand what the people calling it "CoH 2.0" are thinking. It's like taking Pro Evolution Soccer and calling it God of War 2.
  17. Quote:
    Originally Posted by BlueRaptor View Post
    So maybe it was just higher the really high levels that changed, for I really recall how I sat on 48.5 like forever on some char until I dug him out again recently, or it was a glitch with patrol XP to 50 and beyond, or whatever it was got fixed by now. I dont have so many near-50s left to test it.
    The high levels have been adjusted once, I believe, and that was just to smooth things over 35 and up so you don't run out of missions all the time. The lower levels have been smoothed over several times, but all that's resulted in is creating a VERY sharp cutoff at around level 20 where levels suddenly start taking forever. But, yeah, the high-end game used to suck for levelling in, but between reduced debt, patrol experience which means a LOT when you don't blow through it in 20 minutes and a decent experience gain speed, the old horrible grind is gone. But, really, the mad levelling is only in the low levels.

    But I am not ashamed to be concerned about ill-effects too fast leveling.
    Maybe stuff like TFs that provides a steady stream of prey should give a little less xp (and slightly more inf instead) so you can do them without it shooting your level through the ceiling and dont have to feel so dumb if you do other stuff instead?[/QUOTE]

    I've always thought TFs and just large teams give far too much experience for the difficulty they present, but I dare not suggest anything on the subject because I know how that would turn out. Suffice it to say you can get on a TF or two if you want to fast-tack a few levels.
  18. Quote:
    Originally Posted by Obsidius View Post
    What, like the Jump Pack?

    Edit: Bah, Primal beat me to it
    The jump pack doesn't really make you get from place to place that much faster. But tell you what - if you could ninja-run for 30 seconds and then have to wait for the run to rechage for 5 minutes, then I wouldn't be complaining.
  19. Quote:
    Originally Posted by Oliin View Post
    Why would anyone tip? I mean it's not like waiters (or delivery folks) are actually, you know, doing anything. Ohhh, they bring out food, so difficult.
    Besides, if you tip them too far, they may fall over, and that's just trouble all around.
  20. Quote:
    Originally Posted by Bookkeeper_Jay View Post
    You did pay 10$

    Almost makes me want to actually buy the pack...meh, I'll have to think about it. Being able to skip travel powers on my Brute and replacing them with an AoE attack would bring tears to my eyes.
    That's exactly what I'm saying. That ability really shouldn't be something you can get by paying $10 more. I'm happy with booster packs as long as they're cosmetic only, but I really start to worry when they put in quasi-travel-powers.
  21. Quote:
    Originally Posted by Mr. NoPants View Post
    Other then being able to do them separate from each other what was so great about em?
    Err... The ability to customize them? I never did eyes different, but even just being able to give someone deep green eyes was a lot in my book. In City of Heroes, almost all the faces have perfectly normal human eyes. The only faces that don't are usually horribly ugly otherwise, suffering from crippling scowls or eyeborws of evilnessnessness.

    In Champions, I went overboard with this. I had a giant green woman I remade from here, and I don't know what her eyes are here, but there she had very nice deep blue eyes. A cyborg girl of mine, on the other hand, had a green sclera and a red pupil-less eye. A demon woman of mine ended up with jet black pupil-less eyes, whereas a blue alien girl ended up with pure white eyes.

    In my view, eyes are a very important part of a character's personality, so picking the right eyes ended up being not just crucial, but outwardly character-defining in a way I'd not experienced before and in a way I've not experienced since. I brought over character I had in City of Heroes, and the added eye customization made me think long and hard about characters who were supposed to have been designed and done.

    And that's something.
  22. To illustrate why the Claws-out Ninja Run looks odd, have a look
  23. Quote:
    Originally Posted by Bill Z Bubba View Post
    heheheh What kinda odd?
    Bad kind of odd. It looks like it's designed to run with swords in the hands, so the wrists are at an odd angle. When you have claws out, they follow the wrists and end up almost 90 degrees from the forearms. It just looks really odd, like that's now how it should be.

    When I first tried it, I expected to see the arms straight with the claws pointing away from the shoulders and down the straight arms, but that's not what I'm seeing.

    ---

    On a slightly more positive note, this means one thing - the possibility of running style and stance customization. If we can activate a power that changes our stance, running style and jumping animation, we could probably have more than one style to assume, and maybe at some point even the ability alter our BASE style in general.

    And that's good.

    *edit*
    But you know what bugs me the most? This could have been an actual, comparable travel power in its own pool with the ability to be slotted and to dill in the hole between Super Jump and Super Speed. As a purchasable power... Let's just say I hope we eventually get an ACTUAL travel power in this manner.
  24. OK, a few bugs I have so far:

    *There are Leather Warrior boots, but no Leather Warrior gloves. Only Warrior and Armoured Warrior.

    *The female Braided Buns hair is not affected by head and face sliders, leading to your scalp clipping out of your hair.

    *Female Tai Skin gloves are using the make muscular texture which does NOT match the female skin tone or skin texture, producing a nasty line.

    *The texture for the undershirt of the Terra robe on women is wonky, as though it isn't mapped quite right and it's shearing at the breast.

    *The Ninja Run looks REALLY odd with Claws out.
  25. Anyone notice that there's no Leather option for Warrior gloves like there is for Tai Gloves and Warrior Boots?

    *edit*
    Ack! and the new female hairstyle isn't affected by face sliders!