Samuel_Tow

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  1. Quote:
    Originally Posted by Mr. NoPants View Post
    That's exactly what I mean. Compare this chart to the previous one and you'll note how much less "doom" this one seems to suggest.
  2. Quote:
    Originally Posted by Anti_Proton View Post
    ...but imagine what their art would look like on the Unreal or Crytek engines? What? Im just sayin.
    Actually, there's something of a trend I've seen in recent gaming ("recent" extending back into the 90s, to note), and that's that as the level of detail and refinement on games increases, the amount of content in a game decreases almost proportionally. For instance, the old original Half-Life game was HUGE, but its levels were so simple that even someone as untalented as me could create decent work with their editor. Not a whole game, mind you, but the level of detail just wasn't that high. Half-Life 2, on the other hand, is actually pretty short, but much more detailed.

    Old Fallout to new Fallout is an even more drastic comparison. The old Fallout's graphics were only a step above rudimentary (seriously, even for their time), but the game was simply colossal in terms of content and things to do. You had basically half a continent to explore and entire cities in every location. Fallout 2 was even more massive, but shared about the same engine. Fallout 3... Not so much. You had only a small area near Washington DC, every "town" you visited was just a few buildings, and even the missions and activities the game offered were very limited. And that's WITH massive reusing of content. Damn those metro tunnels!

    As games become more and more detailed, working on them becomes more expensive and time consuming, and I don't believe game developers are quite matching that with increased investments, so the net result is games becoming shorter and smaller. Once upon a time, a Baldur's Gate style RPG could last you for several weeks. These days, you'd be lucky for an RPG to last you several days. As good of a game as Knights of the Old Republic may have been, it just wasn't nearly as big as something like Fallout, Baldur's Gate or even Arcanum.
  3. Aha! I found it! After looking around at the advise I got and trying some of it on, I learned a few things - a woman with that costume and a human face looks not just weird, but CREEPY. And if it's creepy to me, I just know it's going to look scary to almost everybody else. I tried to use a human face, and I just can't.

    Getting rid of the whiskers helped, as did getting rid of the black mouth. Yeah, it's a little less panda without the black nose and black lips, but it's a little bit more appealing. I stuck with the Feline face and went with the Dark Eyes pattern. It worked like a charm!

    I had to change the hair. I tried the one Ian suggested, and it still showed the brows. In fact, ALL other hairstyles I tried showed the brows, and they were just too scowling for me to work with. So I went with something else entirely. I went with with the Strange hair, and that was good for two reasons. One is the obvious - it hid her eyebrows, making the face look a lot less threatening and a lot more like how I wanted it to. The other, however, has to do with how it interacts with the rest of the body. Pandas have barely any neck of shoulders, their head just sort of melds into their torso, hiving them a very distinct "fat head" look, which simply cannot be replicated with the female model's slender neck. However, that big, long hairstyle is the perfect shape and transition to give me that form, so now she actually LOOKS more like a panda AND looks better

    I also solved the Sharp problem. Instead of using a white base with black pattern the same as the top, I used a black base with a white pattern and just used the Athletic Shorts pattern. This gave me a less... Fancy colour line that was still not as blurry as the Blend line. I actually like this one a lot. Now I just need to thing of, you know... CLOTHES for her to wear and I'm all set for Dual Handguns to arrive some time next year.

    Man, that promise to myself to not make new characters until Going Rogue arrives is REALLY backfiring on me. Now instead of new characters, I have zillions of new concepts with costumes saved. Damn you, impatience!

    *edit*
    I also made the model slightly (a little less than slightly, actually) thicker and more heavy. She's a panda, after all. Doesn't make sense for her to be THAT skinny
  4. Quote:
    Originally Posted by Canine View Post
    Ideas? Well you could go and play Pandas vs Rikti in the AE and see if you can glean any ideas from the handling of the subjects there.

    Hell, it's a good enough arc to go and play even if you're NOT trying to make some mutant abomination against nature via the costume creator.
    That's cool, but aren't the pandas there mechanical and wearing full helmets? I'll have a look at it, certainly, when I have the time.
  5. Quote:
    Originally Posted by IanTheM1 View Post
    The furred shoulders are exclusive the Bolero; they're not a separate piece unfortunately.
    Not any more, anyway. They used to be.

    I'd like to use a real face, however, something that I can have a look at up-close and recognise as a face. I know I can kind of fudge a muzzle the same way people have been making ducks and penguins, but I'd rather not if I can get away with it. Pandas have a relatively flat face, anyway, so I can use a more normal face. And, yeah, I did try fiddling with masks (black skin, white mask) but I couldn't find one that worked. The eyes were good on a lot of them, but the mouths on all of them looked pretty bad. I could have just left the mouth white and gone with with the eye circles pattern, but I wanted something on the mouth, anyway.

    As for the blend, I actually liked the sharp lines. It was a bit more cartoony. Unless you mean the sharp points of the Sharp texture, but then I think I can replace them with a less sharp pattern. Either that, or I'd love to go with something blended on the top, and there just doesn't seem to be such a thing. In fact. other than the Belly Tee, there doesn't seem to be anything I can use to achieve that pattern.

    I actually did try that same hairstyle, myself, but I thought it looked kind of goofy. Do you think it looks good? It's definitely worth another look in that case.

    Also, it turns out panda do indeed not have whiskers. Huh. The more you know, I guess. OK, I'll go ahead and remove them (but I'm keeping them on my bunny) and see if that doesn't help. I'll see if the better hair helps improve (read: hide) the scowl. I'll also redesign the face. I made it a little too flat, and I should have made the nose wider to make it look less human.

    As for the face... Are you sure I should use a human face? Won't that just ruin the "panda" look and make it look more like a woman in strange clothes?

    *edit*
    And I did use the black bunny tail. It's just not very evident from the angle of the picture
  6. Quote:
    Originally Posted by random_person View Post
    agreed.time could have been spent doing something other than walk, i mean come on...this is more important that other issues? lol
    But what if I can't dance and I can't talk? Then the only thing about is the way I walk!
  7. Quote:
    Originally Posted by stark_NA View Post
    - The fortune teller power (magic theme expansion pack) is freakin' beautiful. I love the graphics, I love the art, and I want more like that. Well, that's kind of the point I wanted to make: I really like most of the past 2 years' worth of art. I think perhaps the devs were taking advantage of increased computer performance, but I don't _care_ why: I just like it. This is echoed in things like the vanguard and most of the other new things added. Bravo!
    See, this is one of the key reasons why I LOVE City of Heroes. I just love the art and the style. I've learned the same lesson time and time again - for a game to look good, you need not just good graphics, but capable artists, too. Our game may be thousands of years old by now, but DAMN if I don't love the art on environments, enemies, powers and even my own costumes. And I lay that squarely on the shoulders of BABs and Sexy Jay. Even without the Unreal engine or without the Crytek engine, these guys and their minions have made the game look GRRRRRRATE! I've tried a lot of other games, and it just always bugs me when I see stilted animations or ugly characters. Throwing shiny filters onto bad design does not make it better.

    I stand by City of Heroes as some of the best art and style I've seen pretty much at all.
  8. Samuel_Tow

    No "More"

    I'd like to see glowing costume items, like those Tron lines on PsoiTron, or the blades on Fire/Toxic Tarantula. Currently, none of our costume pieces self-illuminate unless they have sprite effects on them - if you walk into darkness, they darken and turn black. Posi's Tron stripes do not. Even in pitch black, his costume turns black, but his stripes remain the same visible shade of blue, making them look like they're glowing or fluorescent. Want this so very much.
  9. Quote:
    Originally Posted by Techbot Alpha View Post
    http://airsoft.actionshop.cz/zbozi-f...mmk23socom.jpg

    Want.
    Please. With or without silencer option.
    That's very much what I had in mind. Yes, please!
  10. Now, I've grown out of the habit of making these costume help threads, but something has been eating at me all day, and I just can't seem to find a good enough solution to it. Does anyone have any idea how I could make a convincing panda girl? I did a bit of research as to what a panda should look like, but I can't seem to transcribe that knowledge of animals onto a humanoid costume subject.

    Here's what I know about pandas: They have a white head, with black ears, black circles around the eyes, a black nose and black lips. Their bodies are almost entirely white, but they have black front and rear paws, with a black "tank top" liking the front two paws across the chest. I've not been able to ascertain whether they have tails at all (though ought to) and what those tails might look like, but Kung Fu Panda suggests a black tail.

    Now, I did what I could, but I'm not sure how well that came out. Here is what I have so far, and I'm not very happy with it. First of all, I've had to cover the face's human ears because it looks really odd to have two sets, and only a very few hairstyles actually do that. I've already used the one I have in the picture, but not in this colour, so it's passable, but I wouldn't be opposed to a better alternative. I've also struggled to find a good way to make the eyes black. I tried the black eye spots, but ended up going with this heavy-handed black make-up, in large part because I wanted black lips like a real panda. I'm not averse to getting rid of the black mouth, though, because it looks... Well, really grumpy. That's also the problem with the with the Feline face in general - it's so grumpy! I don't remember it scowling quite as badly on this character, but then that might be because I covered the mean and nasty eyebrows.

    Beyond that, the lower body was easy, though for lack of fur, I'm not sure how good the result was. I've worked with these kinds of costumes before, and it's a fine line to thread between "that's actually her skin" and "That's a woman in a coloured cat suit. Given that her face is white and drawn with fur (or at least I think it is), it shouldn't be too hard to perceive the rest of the body as that of a panda, rather than a white woman in black latex. But that's the best I can do, and I suspect that leaving her pantsless should force the look through. Either that, or look really creepy, though hopefully not creepy enough to get me genericed. I mean seriously, that's what a panda looks like.

    However, what I have is very rudimentary at this point (and, as you can see, I haven't even worked on actual clothes, but that comes later) and I would be very much interested in seeing if anyone has an idea as to how to enhance the effect a little bit and evoke the image of a panda a little bit more and the image of a scowling woman a little bit less.

    Any ideas?
  11. Quote:
    Originally Posted by Autonomous Prime View Post
    Quote:
    I DON'T want to see up super heroines' skirts
    ...why not?
    Because it's creepy and not titillating at all when it happens ALL THE TIME, and when it's a character I'm currently playing at the moment. I do design a lot of my girls to be pleasing to the eye, but when a girl spends as much time flying around as the game requires, constantly staring at her panties (anything but the default fly pose shows you very much just that) makes me actually feel bad about the poor thing. It's like I've set up camp in her skirt.
  12. Quote:
    Originally Posted by Arcanaville View Post
    You can try to attempt to replicate the walk by leaning slightly forward and taking short strides with one foot landing directly in line with the other, or even better with the left foot landing just slightly to the right of the right foot.

    However, if you are male there are usually certain biomechanical impediments to attempting to reproduce the walk that walking stride aren't likely to overcome, but may increase the amusement factor.
    I have reproduced this exact technique several times just as a gag (and never for more than a few steps at a time) and I have to say that there actually ISN'T any other way to walk if you step like that but to jiggle. No, it's not pretty at all, especially on a guy, but that was kind of the point of me doing it.

    It's also an INCREDIBLY CRAPPY way to walk, because balance is all over the place and it takes significantly more concentration and coordination to pull off than just a straight, normal walk. And that goes double for me, because I walk in real life a lot like how the Male model runs, with almost no leg swing side-to-side and almost no arm movement.
  13. Quote:
    Originally Posted by Scarlet Shocker View Post
    Doesn't need the shoulder stock. Just needs the magazine at the front and the long thin tapered barrel
    If you get rid of the stock, then yeah, I don't see a reason not to. Personally, as long as a handgun looks like it has a lot of its weight forward of its grip, that's fine for me, and the forward magazine actually does that pretty well.

    As long as we're wishing, I'd like to see one thing we currently miss: a technological handgun with the barrel casing reaching down to the trigger guard, and perhaps even lower. Advent Rising has a good, but simplistic example (mind you, that's in-game graphics) which is describe, if I recall correctly, as a firing "90 calibre, armour-piercing, concussive rounds." Note how the "tech" around the actual barrel is extended downward to line up with the bottom of the trigger guard. We don't have that in here.

    And, yes, very much PLEASE let us recolour all the handguns. It KILLS that I can't recolour anything but the Automatics!
  14. Quote:
    Originally Posted by Catwhoorg View Post
    Issue 12 Content
    Hero
    Montague 5 Missions plus Fedex and crafting
    Percy Winkly 5 Fedex and Door

    Villain
    Ashley McKnight (i) 5 Fedex and Door
    Ashley McKnight (ii) 3 Missions

    Both
    ITF 4 Missions
    Repeatable contact
    I think you forgot Darryn. He came in the same Issue as Ashley, and you don't seem to have him listed anywhere. His arc isn't long (3-4 mission, was that it?) but it's still a pretty good one, especially the final mission.
  15. Now, I'm not a statistician, by any means, and I AM grateful to finally have some numbers, but these numbers are very much the least useful they could have shared. MMOs really don't thrive on new box sales, and while I understand that new players are always good, City of Heroes has been proven to be an MMO which relies less on churn and more on retention. It's interesting, I'm just not sure how much it says.

    As to the graph, that's actually problem with graphs in general - scale. This one goes from 5200 to 7600, which actually only a band of 2300, which makes fluctuations look like large peaks and valleys. I understand its point is clarity so number bands where data points don't exist are cut, but makes the fluctuations seem much more wild comparative to the actual number values. The last data point looks like it's a little below 5500, but to the conclusion speeders, on this chart it may as well be -0.

    Again, I don't want to demean the efforts of the Pantsless One, because it is a nice representation, but as with all data, the devil is in the interpretation. Just raw data can actually be more misleading than no data at all. And even I jumped to conclusions at first, so I'm not exaggerating.
  16. Samuel_Tow

    Underwater?

    Quote:
    Originally Posted by Stormfront_NA View Post
    I was reading the fire question and water, and I distinctly remember in the Ghost Rider movie, with that hunk of an actor Nicolas Cage, were he deliveratibly dropped into the river and rode his fire cycle and self out a bank just to show off.
    I'm sorry, I make it a point not to big people about spelling, but I have no idea what you're trying to say here. Could you maybe re-write that without the spelling mistakes and inappropriate homonyms? Really, this hurts my ability to follow your train of thought.

    Quote:
    Frankly for each excuse of why not, you can find an equally lame excuse of why. I say, go with it and enjoy the game, let our character descriptions rationalize the why's and how's...
    Welcome to 20 pages ago. It's not a matter of realism, it's a matter of looking ugly as sin. All I caught from your first quote was Ghost Rider and a river, so I'm assuming you mean the flaming skull was in water. Was the water around him bubbling? Was he sizzling? If so, you have your explanation.
  17. Samuel_Tow

    Killing pigs

    Quote:
    Originally Posted by Deadedge View Post
    I quit FFXI after struggling to get to level 10, I got killed by a sheep and was dropped back to level 9.
    That's still better than getting killed by a tree stump at level 2. Which isn't as bad as being killed by a Baaad Sheep, sporting Mr. T's mohawk, a dozen gold chains and a black and orange tiger stripe.
  18. Quote:
    Originally Posted by Zombie Man View Post
    You just want to see up superheroine skirts.
    Like that's hard to do. Actually, I DON'T want to see up super heroines' skirts, but the game doesn't really allow me, especially if that skirt is on one of my own super heroines. Put up a skirt, fly. Welcome to upskirt city.

    I DO want to know what happens to City Hall's floor, though. Right now, the "fake reflection" works on all graphics settings, but come Going Rogue, what will happen to it? Undoubtedly we'd have a REAL reflection as a variant, but will that override the old reflection? Won't two City Halls AND a reflected City Hall just lag the place too much?
  19. Quote:
    Originally Posted by Grey Pilgrim View Post
    Indeed. Some people like to believe writing is easy or that they could do it better than those people getting paid to do it, but it really was that easy, everything would be Nobel, Academy, Emmy, and Pulitzer Prize worthy.

    Obvious answer is that it isn't. Even the greatest authors have more iffy things that they have published. Creative work is bloody hard, and having it be recognized is just as hard, if not more so.
    As someone who's made a habit of turning out mediocre writing, I have to agree with this completely. Anyone who believes writing ANYTHING, much less a compelling interactive game arc, is either sorely misguided, has never tried to create anything of his own, or has a suspiciously one-sided view of his own work's merit vs the merit of other people's work. Writing is not a quick, easy, effortless endeavour, and I'm not going to listen to anyone who claims otherwise.

    Ask the writers. Or, hell, ask the many Architect arc authors. A good, decent arc that breaks monotony, presents you with something interesting and handles things in an unexpected way is not the work of 15 minutes of writing text. From experience, a good, decent 5-mission arc is the work of AT LEAST a weekend, full-day work days, or a week in-between other things, and it's by FAR not an easy thing. I've spoken against the Architect a lot, but the biggest reason I no longer make arcs for it isn't player response or system viability. It's because it takes sheer, honest-to-God effort that I'm not just not prepared to put in any more.

    And this thread has been an exercise of disconnect for me. I keep seeing people pan... Just about everything in the game as "this is garbage, that is garbage" and so on and so forth, yet when I think back, I can remember being ecstatic about every single one of those issues. And I've always been excited about the game in general, as well. I've never felt that "CoH has to introduce this or it's going to DIE DIE DIE MUAHAHAHAHA!" If people were phrasing this as "If they don't do something soon, I am going to leave." then I would have neither problem not quandary. But apparently the forum is chock full of people who are not many times smarter than me, but also clairvoyant, because they are able to project their own reaction over the entire game's inevitable future, no matter what AN ACTUAL DEVELOPER might say about it. Specifically since he's the one who's held to be always truthful (since he is).

    In fact, I don't know why I even bother. This is like pre-Issue doom without the Issue.
  20. If you watch the video carefully, there's a lot of gun twirling. You're likely to get a lot of customization options, but I sincerely doubt a pistol with a shoulder stock would be one of them. Something like that would be significantly difficult to spin, and even harder to stop and catch right, not to mention look really, really odd.

    Personally, I'm looking forward to some kind of large, blocky semi-automatic. The automatics we have now are nice, but not futuristic enough and not really big enough for what I have in mind. I'd like to see a few flintlock pistols, as well, perhaps even one with a funnel barrel.

    On the note of gun twirling, I wonder if a handgun with a laser sight won't look really odd in these cases, or if the laser sight would cut out for those moments so we don't see it constantly clip through our arms. Curious...
  21. Quote:
    Originally Posted by Techbot Alpha View Post
    /signed
    ANYTHING to make it more usable. I can honestly say that every build I have ever thought of has avoided Time Bomb like the plague.
    Time Bomb has one of two uses:

    1. Caltrops at a corner, Time Bomb in the middle, then a wide-area pull and hide. It's difficulty and cumbersome to pull off, the but payback is significant.

    2. Cloaking Device + Smokre Grenade, then set up a Time Bomb in the middle of a spawn, wait for it to start blinking fast and let rip with an AoE or two. That's 25-30 seconds worth of combat, but that's typically IT. This one's braindead easy to pull off and is my prefer method of using the power.

    I look at it this way - if I use a regular nuke, I kill a spawn, but then I need to rest. If I use Time Bomb + Full Auto, I'm ready to keep going, but I've already "rested" setting the thing up.
  22. Quote:
    Originally Posted by Dispari View Post
    We've been told before that CoH is in no risk of being shut down. We never have and never will pull WoW numbers, but that doesn't mean we're anywhere near in danger of being cut off. I believe at some point a dev said that even if we lost half our subscribers that we'd still be fine. This was somewhere in response to a doom post about sub numbers or a conspiracy theory about the pay packs.
    Dispari, if BABs saying the exact same thing didn't get the message through, I don't think it will ever go through, sadly.
  23. Quote:
    Originally Posted by EvilRyu View Post
    The past 6 issues have been garbage.
    Hey, guys... Can someone give me a stool or a ladder or a leg up or something? I know there's more to read in this post, but I just can't seem to see past this sentence.
  24. Quote:
    Originally Posted by Carnifax View Post
    I suppose it would be fair to base statements like that on NCSofts track record with things like Tabula Rasa and Auto Assault, as well as the gutting of NCSoft Europe and the fates of most of the NCSoft EU Mod team. If something isn't delivering the numbers expected NCSoft have shown they are quite happy to shutdown or wind down operations.

    I'm not saying that means CoH would be closed down if Going Rogue doesn't do well, but if it doesn't do well then I wouldn't want to be one of the 35 or so new Devs hired about 12-18 months ago (who I assume have been mostly working on GR for the last year or so).
    How does that jive with what BABs said not five posts ago?
  25. Quote:
    Originally Posted by Niviene View Post
    The Walk power is now granted at Level 2 rather than at character creation.
    Err... Why? We are born running, but it takes actual skill to walk? Then again, we need to train and improve before we can rest, so I guess it follows. Is this so we don't clog up a newbie's tray with a zillion powers?


    Quote:
    Midnighter Club: Mercedes Sheldon’s story arc Crown of Glory was not giving out a story arc completion reward upon speaking to the contact. This has been fixed and the appropriate reward is now issued by the contact at story arc completion.
    Good, good. I've blown fire and brimstone out my smoke stacks over this a few times, and I might have reported it at least once. It's good to see that such a difficult arc is finally giving a just reward.

    Overall, all good things, from what I can see. Sweetness!