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Quote:Well, with that avatar, a Cheshire Cat character wouldn't be much of a surpriseOooo Cool.
I had been thinking of creating a Cheshire Cat character . . .
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Seriously, though, I meant to comment on this before but I forgot. Yes, very much this. It's a marvellous idea which ought to be doable without any new tech, just by creating instances that APPEAR to be giant. On the other hand...
Well, having zones where YOU are giant and the zone is small can be problematic if the idea is that you grew. Growing big, especially 50 feet big and up, has a lot of consequences that just making small buildings wouldn't really match. A big character needs to feel not just big, but also HEAVY. Raz in Lungfishopolis is a perfect example - he's usually a small, nimble acrobat, but in Lungfishopolis, he's a huge, slow, lumbering beast that shakes the ground when he drops and leaves deep gouges where he steps. Of course, that's done for comic effect, along with him roaring like Godzilla, but the point remains - a larger character has to FEEL large, not just LOOK large.
Small, though... The sensory dissonance isn't nearly as bad with a small character as it is with a big one. Technically, a shrunk person ought to be really sturdy, really strong and capable of feats super for his size, but it generally seems more acceptable that physics scale down with you when you shrink, so you can break a leg dropping over the edge of a penny on the floor and you can't lift a human hair, so to speak. It's not really realistic, but it's a lot less immersion-breaking, ESPECIALLY if you have your super powers even when you're small, so a "you shrunk" map might actually be a very good idea.
One problem I see is that we're not very adept at climbing in this game, and people outright cry foul when their mission is anything more complex than just straight-line level corridors with no corners, and this isn't really appropriate to a "you shrunk" map. In these maps, you tend to face the verticality of a world built for tall people, like climbing towering stairs, getting up to that sciency device you left on the couch or climbing the support studs inside a wall. It just doesn't yield itself to the planar design most people want out of City of Heroes, and even though you COULD manage it, I wouldn't enjoy it.
Think about it, though, what would you want to shrink to? How about the inside of a computer, walking on circuit boards? Or a cluttered room, where you have to navigate the "rough" terrain in sort of a Micro Machines style. I suppose you could make an outdoor-style room map with "moutnains" of dirty laundry or children's toys and canyons in-between huge boxes, and I guess that would be cool. It's certainly an interesting prospect to explore. -
Quote:Roman armour is only mostly skin tight, though, as are the Saurai chest details. I believe the argument against big, bulky Hard Suit shells was that they clipped with EVERYTHING on the head thanks to their high collar. That's actually been an argument against high collars in the past, and seeing how many hairstyles clip with trenchcoat colours in NOT PRETTY ways, I have to agree.I don't buy that.
Given the Roman armour chest detail covers front AND back.
I suspect it has something to do with how costume categories can't govern each other, meaning you can't have a hard **** torso which mandates only head types that don't have long hair on them (or disallows the use of long hairs, alternatively). Otherwise, I'd vouch for a new "more armoured" upper body which has PPD Hard Suit style neck holes and large backpacks, but I just don't believe that'd work with most head options (like hoods, say, or the long beard). That, and from how I remember it, the Hard Suit pieces were only designed to work with each other and clip with practically everything else.
All that aside, I would very much like to see "shell" style armour pieces, and what I've seen of the Going Rogue pieces suggests we might get just that. The Praetorian Clockwork, even though they don't actually have "flesh," have a very nice "bulky armour over skinny flesh" look that a shell costume typically invokes. I'd have to look at the video again to see if they actually have high collars, but we DO know that at least some of them will be player costumes, so there is hope. And for what it's worth, I agree with your sentiment - I WANT large armour pieces like the PPD Hard Suits. -
Quote:Erm... As far as I'm aware, Jay wasn't on the project until a couple of years in, and the "curves for females, mad muscles for me" thing has been going on since CoH Beta. It's pretty much written in the game at this point, and only a new female model or new and more muscle-focused costume pieces for women can change that. We're highly unlikely to see a new model, but I WOULD like to borrow Champions' "Muscle" slider, which doesn't actually affect the model at all, but affects how "ripped" the skin texture is. At least for Tights and Tights with Skin, that would be sweet over here.I blame Jay.
Seriously. He's pretty much the reason we get stuck so heavily with stereotype 'curves for females, mad muscles for men' and stuff.
Far as I'm concerned, though, and believe me when I say I'm probably the biggest fan of more diversity for women, I LOVE the female walk. Unless we get selectable walk styles ala flight positions (which I highly doubt, but there it is), we're never going to get one walk style that fits everybody, and as long as we'll be playing favourites, I'll take this one over the alternatives. Considering how often we need to walk and how high a priority this is, beggards can't really be choosers, can they? -
Quote:Mission LOCATION assignment is (sometimes) random, but the layouts of rooms and corridors inside a mission is not. Enter any instanced mission of your choice, do a /whereami and you'll see that each and every instance is defined by a static text file. They have a wise (ish) selection of different layouts, but those are still limited and static and enough time spent in-game or enough spacial awareness can help you remember every single one of them. I do. And I can tell you - none of them is random. They are all pre-fab.I see the map setups as highly modular, with each distinct room or corridor setup segment within a map-pack well defined. Thay may have taken those "tiles" and pre-arranged a whole host of complexes "pre-fab" but that is just to guarantee no intersect or dead-end glitches. (which could be just as guaranteed against with solid coding). But Mission parameters and Content are randomly assigned (with guidance) to the existing Map Complexes from mission to mission. I have entered a mission on one map, exited and abandoined the mission, re-started the mission and (thru the SAME doorway) entered an entirely different map. It already is a (column-a) + (column-b) mechanic, just begging for an extra layer of variety.
Essentially, what you're asking for is to increase the number of pre-fab missions to include inter-tileset ones. I can't disagree with that, but you need to understand you can't just plop another tileset's pieces in a random generator and get seed that has both tilesets. There may or may not be a random generator, but the maps we have are all static, so making cross-tileset instances is plain and simple making more instances.
You speak of "just creating interfaces" a lot more nonchalantly than you probably should. Believe me, I WANT to see more inter-tileset maps and, ideall, with in-level transitions, but you need to recognise you're asking for not insignificant development resources to do this. There's a reason we have a mere handful of transition maps (seriously, they're no more than a dozen) vs. how many single-tileset maps we have. Even just making new layouts to exploit the already-existing inter-tileset connections is something that apparently takes more resources than they've been willing to put in over the years. Making brand new transitions is even more work, requiring brand new art in addition to everything else.Quote:Basically it comes down to making use of the vertical transition elements (Holes, Elevators) and the lateral transition elements (Outer Doors, Warehouse Freight Doors, Cave Doors, MineGates, Sewer Grates, etc) to craft the interface tiles around. From that base tile (replacing the "existing "start" tiles) you then lay out the standard approved complexes thru to their next transition item. Layer or chain those story elements in logical ways to reflect the mission content and viola, you have exponentially increased the variety of the mission maps characters can face, and drastically reduced the burnout potential for long term play.
It's a good thing, and one hopes we'll get a revamp of the old content with more rooms, newer layouts and more interesting tileset combinations, hopefully with the Issues leading up to Going Rogue. But it's a good idea to remember that this is not just a simple addition. -
Quote:Yeah, Kheldians and Masterminds practically live on binds and macros. If the game had some better support for their abilities, like case-sensitive henchman commands or form-specific tray layout, I wouldn't be as much for this, but considering the game essentially provides you NO interface to use these ATs effectively and we have to write our own, an easier way to do that might be in order./mega_signed
Especially to this combined macro/bind idea that Sam has put forth. Me loves it, if only for the icon thing for macros (the ugly gray buttons actually keep me from using the system entirely) and making Khelds easier to sart.
Frankly, if I didn't have my home-brewed Mastermind binds, I would be completely unable to play Masterminds to my satisfaction. I actually fully see the merit of easier bind and macro writing when it's put like that, because I've done my utmost to offer my services in writing Mastermind binds for other people to their specifications. No-one ever wants to take me on, though, not new players, not veterans. -
Quote:Nothing's stopping you from strangling other veteransMaking it a veteran reward would be rather silly, since paid game time or an Ebayed account are no guarantee of common sense, and veterans are all too capable of strangleworthy behavior, including groupthink, having a sense of entitlement, a refusal to do things any way other than the one they are most familiar with. All of which, to me, deserve pointing and laughing at more than merely being bad at playing a game. Let's have equal-opportunity mockery, please.
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Ha! I finally cracked it! I have my panda!
I simultaneously love you and hate you, guys, because now I WANT TO PLAY THIS CHARACTER! I didn't plan on switching, I didn't! Ugh...
Well, anyway, here's the final design. I went a little bit extra to force the the look, and I think this seals it. Here's what I did:
I shortened the legs significantly. I went from almost maximum legs to almost minimum legs. I wanted my panda to be chunky
I went for a LOT of weight with the physique slider, hence why she ended up looking so heavy. I wanted my panda to be plump
I went with Big boots and gloves. They both act well as big paws (sort of) and they make the whole model look that much more massive. I wanted my panda to be big
The one thing I don't think I did quite enough of was height. When you slash the legs from full maximum to full minimum, you lose a good half foot to a foot of height and the height slider isn't as powerful, so I ended up putting her at just over 6 feet. It's tall for a woman, but for a panda, it's a little on the low side. I'll have to look to my giant women for a better comparison, but it seems I'll be spending some costume tokens on this. Thank GOD I can alter height post-creation. That's probably the best $10 I've spent since I bought that elixir of life at a flea market.
I looked at all the available Claws options, and none of them really connected with me. All the Female claws are kind of small and compact, which I suppose is the point of the weapon, but they didn't look good on my larger-than-life panda. Well, all aside from the Original, good old rustic Legacy Claws. Because they're from a time before weapon scaling, they're HUGE on a female character, and because they've always been a shiny white metal, they fit right into the costume. Since I don't need to colour them anyway, why NOT use the Legacy claws? I was kind of tempted to use the Villain claws or the Pain Spikes or whatever those are called, but I just opted for the stylistic, obvious visual appeal of the Legacy Claws.
Pandala is currently sitting in Outbreak, waiting for me to get off work so I can give her a few levels and see how she plays. And, yes, I realise this is a BADLY uncreative name, but hey! It was my first choice and it wasn't taken, so neener neener! The name comes from something a colleague of mine said a couple of weeks ago. He was complaining about one of those desktop wallpaper management programmes not downloading pictures correctly, and to demonstrate, he picked a picture to download. He said "OK, let's try this panda. Wait, no, I mean koala. That's a koala." And, yes, it was a picture of a koala for a desktop. For some reason, my brain made the connection of "Hmm... Panda + Koala = Pandala. Ingenious!" and I've had pandas on my brain since then. A bit of extra research reveals that Pandala is actually a real place in Zambia, though I've no idea if it's a terrain landmark of a settlement. It was also taken on Pinnacle, but not on Victory (it is now, but still), so it's obviously not as creative as I thought it was.
So... Thank you for giving me a brand new character, I guess
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Quote:Personally, I've always wanted to see something of a "pool" implementation of temporary powers, where you can have a few, say three or four powers, that you can store with unlimited charges and even give them a few slots (say 6-8 between them) and use like regular powers, sort of. You can always swap them by Inventing another temporary power and overwriting the old one, but the powers you DO keep would be usable a lot like your character's own.Your suggestions fall solidly in the "too awesome to use" category: once every 50,000 or so mob defeats, you get a one-use "I win" power. I'd go the other direction: a greater variety and frequency of crafted powers. They'd drop often enough that when you use one up, you can count on getting another soon. They'd also be powerful enough to be worth using: attacks that can one-shot a minion or put a solid dent in a boss, armor that gives five minutes of near-immunity to one damage type, and the like.
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After giving this some thought, I have to agree with this. However, it still poses a problem - our maps aren't random and not generated on the fly. If you want to have a warehouse that goes into a sewer, they'd need to create a whole new subsection of maps.
The other problem is, how exactly do you make the transition? The transition from a warehouse to a Council base in the Striga TF is done via a special lift room that's not native to either warehouses or Council bases. Would you envision using something like this? Because it might be incredibly odd to go down into a lift in an office (which typically have the light on for going up, mind you) and then coming out of a sewer pipe. And things like caves, Council maps or Rikti bases, and generally maps that don't have separate floors, don't actually have anything to enter in order to come out in a different map.
That said, I'd still love it. That and the tileset-transition maps are what I think they should focus on a lot more. I LOVE that Rikti map that puts me in a cave, takes me through the sewers, than back in a cave and finally into a Rikti map, or the one which takes me from an abandoned lab to a cave to a Ritki base. More of that is never a bad thing. -
Quote:Bill, the only reason I picked WoW over Aion is because that's the only macro editor I've worked with (by request, no less), and for no other reason. Reading the Wiki entry on the Aion editor, I can't really say it looks, FROM THAT WIKI, to be any different. The way you describe it, however, does sound different in that it's at least easier to make things happen via drag-and-drop. The way the Wiki explains it, though, is "Add the actions you wish to achieve" and here's a list of slash commands. Enjoy! It doesn't actually describe what you described in the write-out.(And not to be snarky, but I mentioned Aion specifically because that's where I saw it with this very functionality. Never got into WoW, didn't hold me even through a 10 day trial, so WoW's doing it differently to where you have to type everything in doesn't really... well, matter to the conversation.)
The way you described a macro editor for City of Heroes sounds interesting, certainly. I would be on board for something like that, even if it feels like it's only geared towards macroing single actions, and I'm not sure how much merit something like this has as it essentially creates a double of an already-existing power, but let's go with that. How do you envision stringing several actions together? WoW did that by giving you I think 5 rows to write on and compiling the macro like a standard linear programme. Would you envision such an editor allowing us to do that, or do you just foresee a large text field capped at 255 symbols?
And another thing - what about keybinds? Everyone always talks about macros like they're the be all, end all of control management, but I've not used a macro in YEARS. I bind everything to the keyboard, and I'd like to see such an editor have the ability to bind things to keys. Specifically, it'd make writing my Mastermind binds a heck of a lot easier. Something like:
Is pretty fat to write in a chat line, and INCREDIBLY prone to spelling or carelessness errors, like leaving out the pet command name, or leaving out a bind command. A larger text field, preferably with contextual colouring similar to what Eclipse does for Java would help tremendously.Quote:bind alt+a "bind t petcom_name sol attack$$bind g petcom_name sol follow$$bing b petcom_name sol goto$$bind y petcom_name sol aggressive$$bind h petcom_name sol defensive$$bind n petcom_name sol passive"
Generally, with your clarifications, I can see the merit of such a thing, but ONLY if it includes key binding as well as macros. Otherwise, my feelings would be severely hurt. -
Quote:My intent wasn't to muscle you into shutting up. My intent was to take you up on your offer to put up or shut up, and at the same time express that I don't care about your macho challenges about who's right and who's wrong. If the point of this "bet" was to table the issue until it could be resolved with Going Rogue, then I'd out and out pay, rather than bet, because I don't care to win, I just care to put an end to this ludicrous speculating.I find it ironic that rather than use the /ignore button at the tip of your fingers you choose to further perpetuate the "drama". The ability to "shut people up" is in your control. Take responsibility for your experiences instead of putting it on other people.
And I gotta' say - if you post inflammatory stuff with the sole intent of "evoking a response," e.i. getting a rise out of people, then maybe I SHOULD ignore you. And here I thought you were here to discuss. -
Quote:If you can dismiss a person wearing an animal face (and tail), then you underestimate the furry fascinationLOL! My main intent was to make an animal-looking toon, not a person wearing animal face toon. I don't like playing male toons EVAR! Therefore I wanted my first "male" to have a beast face. Unfortunately, you can't change the ears when you use beast face. I think if I could give him the teddy ears, it would be less warewolfish. But i'm pretty satisfied with the result. He's a panda panda to me, and I enjoy seeing him bounce around Paragon as is.
As for the pants, they're not meant to simulate panda legs. They're meant to be pants for the sake of almighty fashion! I could have him wear a speedo, but then he'd look too apeish, imo.
I don't really put so much thought into it. I feel things out as I go. I looked at the other peeps' pandas and liked zekiran's the best...next to my own, of course. Anyhoo, gl in your quest!
More seriously, though, you CAN change the ears of the Monster head, but not to Teddy ears. There are just a few styles of "pointy and scary." A lot of the old "Monstrous" options have that problem. They were developed for CoV back when Jack didn't think heroes would want to use villain items and when "animal parts" wasn't really in the dictionary. It was eeeeevil monsters or bust! So we have backwards legs, but all of them are monstrous and scary, lacking in actual paws or anything less aggressive, we have monster heads that look like someone took a shovel to the face of a canine, but nothing less toothy and more cute, and we lack a an actual FUR option, and instead have the "Hairy" one which is more like gross man's hairy back than an actual animal's fur. I sincerely hope we eventually get some more ANIMAL parts that are a little less monstrous and a little less intentionally repulsive.
As for the pants, if they ARE intended to be pants, then I would say they worked. I typically make it a point to use clothes that contrast the body colours, just so it's easier to tell what's clothes and what's flesh. Granted, "panda" costumes typically include armour, helmets and baggy shirts that serve to forward the look, but I would personally pick different-colour clothes just so that you look like a panda IN clothes, rather than clothes that look like a panda. I don't think I'll send my panda in "naked" (
) but if I do dress her up, I'd probably go for a cyan or a green.
Oh, and by the way - you can pick a non-human face for a human head. Don't males have access to a Feline face of their own? -
Quote:Oh, trust me, I WANT a pistol packin' panda, but I don't want to wait 6-8 months to use a costume I adore right now. By then, the magic will be gone and... I don't want that. I'll have to fall back on my Torchligh-inspired hooded rogue for a pistoleer. Or maybe something even better, in time.I can help you out, ST. I can do it in three words: Pistol Packin' Panda.
But I can't truly dissuade you from a Claws scrapper. I have /regen and a /willpower and I'm working on a /sr.
As for a secondary, Scrappers have:
* Dark Armor
* Electric Armor
* Fiery Aura
* Invulnerability
* Regeneration
* Shield Defense
* Super Reflexes
* Willpower
Elemental secondaries I'd really ideally want to use with elemental primaries, and I typically already am. I have a Dark/Dark Scrapper, a Fire/Fire Brute and an Electric/Electric Brute, so that's out of the question. And it wouldn't fit a Panda, anyway. Invulnerability I have coming out of my EARS, on both Scrappers and Brutes, so that's right out. Super Reflexes I have on Samuel Tow, another Scrapper and a Brute, so... Uhh... Shield Defence is cute, but I already have it on a Scrapper and a Brute and a planned build for an Axe/Shield Scrapper when that comes about. Willpower would be a good fit, but I already have it on a Scrapper and a Brute, both in their 40s.
Which really only leaves Regeneration, which I only have on one Broadsword Scrapper so far, and he was made back in 2004 at some point. Or, wait. That and a Spines Scrapper I've barely played, and is one of only two characters I never wrote a bio for. I'd still rather try that again, though. It just seems the best fit. I'm currently trying to sell her as a sort of an heir to an ancient pack of demigods, so just regeneration is easier to sell than indomitable will, which requires more motivation than heritage. -
More specifically, there seem to be serious problems with shoulder pieces that encircle the neck and come back behind the head. Jay talked about this (vaguely) but if you look at all the pieces we "just can't have," you'll notice a lot of them share this feature, while none of the ones we have do. I suspect with the advent of back details (sooner or later) we might be able to fudge that, but I highly doubt we'd get a full-torso shell any time soon.
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Right, right. Now that you mention it, it WAS a thread about how graphical updates were the devil and the game should be doing other things, if I remember right, but let me put it this way - not a lot of people were against graphical updates. Even those who weren't interested for the most part just shrugged their shoulders aid said "It was about time, either way."
But maybe I am thinking of a different thread. -
Quote:I'd expect there to be SOME means by which people could learn of the game outside of of out-and-out having an active player tell them about it. I don't expect to be seeing CoH adverts on prime time television, but I have literally never ever seen an ad for the game absolutely anywhere, be it on the 'net or in the real world. If I didn't know about this forum and didn't know people who play it (whom I met in-game, as well), I would never know the game exists.CoH has maintained a consistent presence on the shelves of my local Best Buy since I picked up my copy at launch lo, those many years ago.
I've never quite understood the wailing and gnashing of teeth about the lack of "marketing" for the game. It's been out 5 years and was never one of the 800lb gorillas of the genre, I'm not sure what people expect out of NC. -
I currently have no AT or powersets to put the costume to. I still have character builds I could make, primarily Masterminds I haven't tried (Poison, Thermal, Pain, what else?), but that just doesn't fit what I had in mind. I want her to use a weapon of some sort, and I have my mind set on dual handguns. Push comes to shove, I could go with Claws/Something (would you believe I, of all people, never bade a Claws Scrapper in five years?), but I've played with all the Scrapper secondaries and I'd have no idea what to pick.
You know, Zek... I think I hate you right about now. Five minutes ago I had no idea what to do with this character. Now I'm going to need to write a 1000 word essay to convince myself not to make a Claws Scrapper. Why did you have to do this to me?
Seriously? But that isn't true to a panda's colours. You lose that cute white belly with itQuote:I like the Tanker top version better than the ones with black across the front/shoulders.
How about the Pattern 2 version, I think it's the one I like best.
Tell me about it. I never re-use faces and I'm reusing the Feline face. And we still don't have decent non-monstrous backwards legs, or any tails we didn't have five and a half years ago. I REALLY hope for a bit more on that front.Quote:Man do we need more furry options...
As relates to this current project, I'd like to see a few snouted faces for the humanoid heads. Feline sort of works, as cats have a relatively flat face, but I'd like to see a canine face of some sort, at least. That ought to work for most things like wolves, dogs, foxes and so forth. And a Droopy face might not be a bad idea
I'd give a few pics as examples, but I don't want to start THAT problematic debate right at this moment. -
Quote:I think you mean Port Oaks. And who is Olivia Darque? I've heard the name, I might have even rescued her one, but there's practically nothing about her that I'm aware of.Olivia Darque is the governor of Cap, I'm pretty sure. And Ghost Widow oversees Mercy, though I'm not sure to what extent.
Also, yes, Ghost Widow has command of Mercy Island, but like the rest of the Patrons, she spends most of her time at Recluse's side or out on tasks (she was investigating the Port Oaks ghosts) so I'm sure the island would need at least a de-facto governor, much in the same way as Sharkhead Island is under the control of Kirk Cage and the Cage Conglomerate, despite it technically being under Mako's keep. -
Quote:There's an ongoing controversy over that, as Longbow's base in Agincourt could count as the invasion of a foreign nation. I don't believe, however, that Nerva is a part of Recluse's nation, not technically. I've no idea who it's under at the moment. I think it counts as a sovereign island state.3. The Isles *are* a sovereign nation, right? Thus the presence of Longbow troops on Mercy could be a potential international incident? And if Nerva isn't controlled by the Isles, who does?
For Mercy and I Cap I don't know, but Dr. Aeon is the governor of Cap Au Diable, Kirk Cage is the governor of Sharkhead Island and Johnny Sonata is the de-facto governor of St. Martial Island. It's possible that Emil Marcone is acting governor of Port Oaks, though I can't be sure. I don't believe Nerva has a governor, and Grandville doesn't seem to need one.Quote:5. Who are all the current Govenors and Marshals for all of the islands? -
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Quote:That's probably CoH's BIGGEST weakness by far. In the five years I've been with the game, I've only ever heard of it outside of the game's own forums once and only once. I read a (positive) article about it on SomethingAwful, which got me to start doing research. But outside of that? If I weren't already a subscriber, I wouldn't know the game existed. I've never seen copies of it in any store, I've never seen advertisements for it ANYWHERE, I've never heard it mentioned at all.The lack of shelf presence is a constant annoyance with this game. I think Best Buy has CoH, if not in a box they should have the cards (you know the jet pack ones).
Right now, from everything I'm seeing, the only way to hear anything about City of Heroes is to be a subscriber to the game, which is kind of like... Well, does the light in the fridge stay on when you close the door? -
Interesting... I like what you did with the face. I'd have to play around with it to see if I can deal with those strong lines, but using a mouth-less face with the Feline pattern is INGENIOUS! I love it!
As far as creativity goes, you win my medal of the day, MDanger
This gives me black lips, a black nose and even something of a snout, but again, I'd have to see it for myself.
As for the baggy options... Well, I'm afraid I can't use those. Clearly I wanted something which would evoke the image of a panda, but I still wanted a girl at the end of the day
It's a fine line to tread, but I want a certain balance between believability and visual appeal, and masking the human form goes farther than I'd like to go in the direction of believability. Even if we say I can live with the baggy clothes textures (and I can't - I just can't accept obvious make-shift items on my own costumes), they just distort the form a little bit too much, which then ends up defeating the purpose of making a panda girl in the first place. If I'll go Baggy, I might as well make a panda GUY, and... Well, that's not what I want.
Your changing the face does go around the problems of having to hide the eyebrows, but I just... Really don't like that hair. I've no idea what it was inspired by (Star Trek?) but I just can't stand that design. I'm also not sure if I don't actually like the Feline face as I had it set up. Certainly the Feline pattern makes for a good snout, but the nose on the Feline face actually counts for a lot.
Either way, thank you for your help. I'll go try these out in a bit.
*update*
Arck! Just as I suspected. I LOVE the creativity behind the Ninja Mask with the Cat pattern, but I just can't work with that. The mask texture is... Iffy. I suppose it could look like fur, but truth be told it just looks like wrinkles, like on an old man. As well, the Cat pattern is nice, but it only has colour for the upper lip and not the lower. This produces a kind of tiny, narrow mouth, and in a frown no less. The combination makes the face look like an old woman going "Bah humbug! You kids and your loud music these days!" The Feline face with just a Dark Eyes pattern, on the other hand, has a youthful, lively look to it, as well as a VERY obvious cat lip and, as I have my sliders, a very obvious cat nose that works almost like a snout. It's not perfect, but it's a lot less... Well, weird.
I do have ONE problem with it, though, and it's that, unlike the tights texture, it DOES still have the old brownish shading, so it doesn't match the white tights very well. However, if I have a neck line (or, push comes to shove, a collar) it can pass muster just fine.
On the other front are the patterns. I never quite found anything I could work with, including my own ideas, as they either looked un-panda-like or they added too much black to the costume. However, forcing some lateral thinking and switching colours a few times, I did come up with these two alternatives, which are what I'll probably end up using, or thereabout.
Left - This is the pattern I came upon first. It's the Disco top. It's not exactly a panda pattern, but it fits the basic criteria, which is black hands and a band around the chest and back. The reason I'd pick that over Belly Tee Full is that it actually gives the costume a lot more white, preventing her from looking like a penguin. I tried Belly Tee Full and Bikini and she just didn't look right at all, but this one has promise.
Right - This is the pattern that I think sold me, however. This is the pattern I might well end up using. Surprisingly, it's one of the oldest ones there, Pattern 2 all the way back from Launch in 2004. It's kind of lower-res and it has a bit of an odd shape, but this gives me exactly what I wanted - a white front and a white back, with a band around the chest and back at shoulder level. It also comes up to the neck, hiding my obvious neck line. It gives me a lot of white on the costume, as well. I think I'm very much sold on this.
Now... I just need to wait 6-8 months to actually use this panda. Oh, woe is me!
I do want to say, though - Thank, MDanger, for your help and your gesture. I really, really appreciate this. And thank you, everybody, for being able to take me seriously and help me out. Without your help, this idea would have probably fallen through and denied me what has the potential to be one of my favourite characters. Thank you, thank you, thank you!
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Quote:I'd be ecstatic if we could settle our tabs AFTER this change comes down (or fails to). Then I'll be more than happy to admit I was wrong, or to parade that I was right, but I do NOT fancy going over this again and again over the however many months we still have left.With meaningless play money?
Bold!
How about I'll wager a unicorn against your hippogriff that yer wrong!
But, yeah, meaningless play money is something I'd be willing to pay - pay, not bet - just to let this drop. It's really wearing thin.
P.S. That's not a poke at you, goat. Just saying. -
Here's the thing, though: other than the "easier access," everything else is already doable now. You can still drag and drop powers from your trays into the chat line and it'll dump their names right in the text. Is the format inappropriate? Are you looking for some kind of assumed command at dropping a power?
Again, I've written macros for WoW, and none of them ever went by just dragging and dropping powers. You still had to type in your commands to execute by hand. -
The difficulty of the spawns is just too punishing, is all. In a time before status protection, all you need is a nice holding enemy and you're largely SOL. It's kind of like picking on enemies many levels over your own. Yeah, you can probably do it, but it's a bummer job.
Last year, Trick or Treating was fun, because the fights were good and exciting. This year they're so punishing it's little more than a grind. And what was wrong with having zone-level-appropriate spawns show up anyway, and having THOSE scale? At least then lowbies wouldn't be as screwed.
