Serva_Obscura

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  1. Quote:
    Originally Posted by Dechs Kaison View Post
    This just in: Shield Melee coming i22.5
    Actually this could look fantastic. After all, it's no more silly than hitting people with your fists.
  2. Quote:
    Originally Posted by lordlondis View Post
    You shouldn't have been a villain, you should have been a baseball player. If playing a bad guy in a video game makes you queasy you should stop playing bad characters and maybe watch some My Little Pony.
    Dude, Nightmare Moon is scary...

    ... It's the Royal Canterlot Voice, gets me every time
  3. Serva_Obscura

    Botched ritual.

    As an aside, we are all aware that the mission writers can write custom mission text depending on origin right?

    Surely uttering an incantation when told to improvise might be considered a more resonable course of action when you are well versed in the mystical arts?

    Enacting an ancient mystical ritual might just be a good time to have slightly different text for different origins?
  4. We all know that sometimes network delays can offset the visual FX on a power, especially knockback. so when I got unusual delays (sometimes up to 2 seconds) on the hit visual and sound fx for whirling smash it annoyed me but I didn't think that anything was out of the ordinary. But something kept bugging me about it, somehow it was different in it's lagging compared to other powers and even compared to the rest of the set.

    As of last night I'm _sure_ there is something wrong with the power on the server side. I was fighting +0 daemons solo (specifically a Boss Behemoth) and executed a whirling smash followed by a queued (with momentum) Titan sweep. The whirling smash fx were delayed (as I've seen many times) and the fx from the titan sweep hit ended up playing at the same time.

    The behemoth was knocked back, not down!

    This means that at the server side the damage events occurred on the same server tic, which should be impossible from a solo player unless the delay on whirling smash was actually a server side power problem not a side-effect of client-server lag. I'm wondering if the power does some pseudo-pet strangeness that randomly delays the effect.

    (As an aside the damage event on Follow Through is too late compared to the animation, the damage happens after the blade had passed through the enemy not at the apex of the strike)
  5. Ok so if they are happy to add a belt that looks ridiculous for all but a few of the jacket options why isn't the "skirt" belt in there as well? There are plenty of short jackets that look just fine with that "belt".

    Do you have any dev comment indicating that this belt is WAI? because IMHO is still looks too big in the example you gave.
  6. I bought the female hairstyle on both my accounts and used is instantly (it's very nice)

    The jeans are ok, but nothing special, the rest is.... meh.

    The shoulders on the female jacket sleeves are seriously wrong (just compare where they end to any of the other sleeves) the male hair is way to high on the head even for that style and doesn't scale properly with the cranium slider (it just droops in the middle, looking very odd)

    We are getting a _lot_ of broken or poorly thought through costume pack right now. I'm getting very sick of item-x-is-missing-from-category-y just because.
  7. Serva_Obscura

    Tights!

    Quote:
    Originally Posted by Arcanaville View Post
    Although I'd like to see this also, my understanding of how the models work implies this might be more complicated than just doing more work. Things with actual geometry tend to "float" slightly above the model to prevent strange clipping when the models move or are scaled. Making a separate tights top that is actual geometry and not texture, but that follows the contours of the female body exactly *except* at that one spot might be beyond the ability for the editors to manufacture. I'm not sure of that, but neither can I think of how they would do it. A "done right" stretch top might have to be a "shirt" rather than a "tight."
    If there was a "tights stretched across chest" costume option is would _have_ to be a new geo, either a new top level category like "tight" or "armored" or a stand-alone item like the clockwork chest, either way it would have to have the geo for the chest details logos re-made and a number of the more bulky chest details remade or disallowed.
  8. You might as well put an endmod IO in the first 2 slots in stamina (The resultant end-over time is very similar) you are better slotting the perf shifter in either the 3rd or 4th slot (if you have the slots to spare)
  9. I've been waiting for these masks for so long. Bought the pack instantly. Not happy about some of the categories though.

    Belt should be available when the jackets torso type is selected (not all jackets are long)
    Mace should be available as a weapon for mace mastery like the ice/celestial mace.
    IMHO Masks should be a face option not a detail option, detail2 is a terrible place for them.
  10. Serva_Obscura

    Tights!

    Quote:
    Originally Posted by Rajani Isa View Post
    My big thing would be making sure that whatever the effects on the tights, the colors match.
    Absolutely, when we get a spiffy set with reflection an/or specular highlights could we also get a matte vetsion without the highlights? That way there isnt such a harsh discontinuity.

    Also _please_ reevaluate the shaders on the celestial and ascendant sets. For a given colour in the costume editor the resultant shade doesn't match any of the other pieces. And the shade you see in the costume editor is not the shade you see in game

    And please dont pre-bake colours, we know that only two colours is limiting but pre-bakes are even worse!
  11. IMHO I can see what they're going for with Diabolique.

    1. Bigger is better: the easiest way to say "I'm a god" is to be bigger than is biologically possible in a kind of "I can't squeeze this much awesome any smaller" way
    2. "I Am So Powerful My Hair Is Fire Instead Of Hair" Happens all over the place
    3. Gods wear impractical clothing because they are too powerful for it to matter
    4. I agree with Sam with the Matriarch Benezia vibe, that face says to me "Evil has aged me, I am saturated with the weight of evil"

    I'd actually like to see Praetorian Diabolique retconned with a version of this mesh, stick the old head on and some tucked-in-at-the-boots trousers but keep the sharp accessories (not the god-fire-hat though) it wouldn't be that obvious due to the constant stealth-effect she has running

    The Tyranids^H^H^H^H^H^H^H^H Mot-Daemons... they seem really... off, much too biological, too sci-fi-alien, too brightly coloured, I'd prefer to see something designed to look like a nightmare not an alien predator....

    Like... something with tendrils gathered to look like a skirt, a painful-looking huge obsidian stone chained around a the neck and torso with stone chain links, torso covered in gashes each with actual metal razor teeth, the face is is pitted cast iron maybe suggesting a form fitting mask or just a solid lump of metal for a head (Echoing the masks of the BP), recesses for eyes and the jawline distended as if screaming, long spindly arms who's bones spiral around as if broken.

    Think Silent Hill without the sex or babies rather than Avatar with WH40K spikey-bits
  12. Hmmm, I'm pondering the final build for my TW/FA right now as well.

    Just to throw this out there, How do people feel about skipping fly and adding in hasten? Also it looks pretty end heavy still so I was pondering skipping hover and taking physical perfection (I was thinking of taking the Agility alpha, which works well with powers that need endmod)
  13. Quote:
    Originally Posted by Wicked_Wendy View Post
    1. I have a total of one character that is sort of a middle eastern Genie and would look in character flying around on the thing. I'm sorry my Titan Weapon Brute would look totally silly on it.
    Oddly enough I bought the power specifically for my Titan Weapons Brute, Talismancy goes for the slight-build-woman-with-huge-sword look and flying under her own steam just doesn't look right, wish I could change the carpet's colour though.
  14. Quote:
    Originally Posted by Scarlet Shocker View Post
    My own feeling is that First Ward was visually stunning - beautifully described and presented.
    I'd just like to stick my oar in again and say that First Ward (And Praetoria and New Atlas) is/are visually stunning WHEN YOU STAND STILL, it's a mess of flickering trees and really _really_ crappy LOD models where the shading, colour and size of map elements just pops and changes as you move past. (And no, it's not my graphics card) compared to how well crafted the LOD is on the old zones the new zones are a travesty.

    EG: http://www.youtube.com/user/vedanthinorn
  15. Quote:
    Originally Posted by Johnny_Butane View Post
    I will likely go the solo route even though it's likely to be significantly less rewarding for one very simple reason:
    I do not like to fail because of the actions of strangers.
    Man alive I'm agreeing with Johnny. This, this right here. The _second_ that solo Incarnate content comes out (assuming I have a VIP account) I'll never touch a trial again, and I won't miss it at _all_
  16. Quote:
    Originally Posted by Shadowe View Post
    Which would seem to imply that the development/mod/GM/community character modification tools can (theoretically, at the risk of their job) be used by them on their civilian accounts.

    Which means that they can either use them regardless of what account they're on in-game, or that the tools are offline and affect the character database directly. I sincerely hope it's the latter.
    No I believe that the tools can be used only on dev enabled accounts but that the effects can be applied to another character, this is how a dev/mod/gm might re-award lost xp/slots/IOs to a player that has experienced a legitimate bug.

    Dev cheating would involve logging onto a dev account and modifying a personal character on a personal account using the dev account.

    Not that any of our devs/mod/gm would do such a thing
  17. Quote:
    Originally Posted by Golden Girl View Post
    You need a different computer or graphics card then - the new zones look awesome on mine
    So, nothing I've commented on happens to you? Or it does happen and you just don't notice?

    I would be _very_ surprised if my PC was to blame, but I'm open to alternatives.
  18. Quote:
    Originally Posted by TheJazMan View Post
    The new zones look great. I think there will be too many and they don't offer anything too unique as far as play but they sure look nice
    I just _do_not_ understand how people can like the new zone look, that is unless their character never move. While the meshes and shaders would be considered improvements over classic COH the problem is the second a character actually moves in the environment I see nothing but a shuddering mess of popping moving and flickering.

    As you pass (even close) level of detail boundaries:
    • Tree foliage disappears and flickers back.
    • Trees change shape completely
    • Trees change colour (hugely so on lower end cards)
    • Shadows "pop" into existence
    • Building change height and width
    • Lit window patterns change completely
    • Windows move
    • Textures rotate on (first ward) tentacles.
    • Doors change colour drastically
    • Rocks change shape completely (New Atlas park)
    • NOTHING FADES OUT GRACEFULLY THE WAY COH ALWAYS DID LOD IN THE PAST

    *deep breath*

    This all results in me spending most of my time ignoring the scenery as much as I can, which is a terrible shame because _when_still_ it can look really good.
  19. Quote:
    Originally Posted by PownUnoobs View Post
    I can't believe they did this. I'm sorry to say it, but I very much feel like I'm constantly being nickled and dimed. I also agree that the clipping can't be that bad, and that it should be our choice.

    Between demorecording/editing and hand-edited costume files, it should be a piece of cake to generate screenshots proving these don't clip. I'll do that when I get home tonight.
    Did this an age ago (before the re-re-design):



    Funny... all the bits I was looking forward to aren't in the pack
  20. Quote:
    Originally Posted by Positron View Post
    Hey everyone,

    I know there is some disappointment in a few of the COT pieces that didn't make it into the package, and I want to dispel some of the rumors that we do this to keep unique pieces in the NPC's hands.

    What is more likely the case is that the pieces in question clash with over 20% of the other pieces in that area (cutting through geometry, in general looks really bad). In these cases we reserve the right to withhold these pieces in order to maintain the good looking characters you guys are capable of.

    Not an answer that will make everyone happy, but we do our best to ensure that a vast majority of our costumes, current, past, and future, work with everything else. Not everything will fit the bill, and just work with one or two other pieces, but that is a situation we work hard to avoid in the first place. Sometimes a look just has to win out though, and the piece gets made anyway. It's just that we work under slightly different guidelines when concepting and making parts for an NPC group than we do for PC costumes.
    Posi, I _saw_ the player versions of the Pope-hat and and long skirt (Via demo-edit nothing outlawed) and they looked just _fine_

    So here's the thing: I'm not touching it with a bargepole unless the already-existing-and-already-made-as-player-player-parts (eg Pope hat/longer skirts) are added back into the pack.

    Do you want my money or not?
  21. Personally I want APP/PPP/Pool customisation more than I want new powersets.

    But not more than I want the LOD (Level of detail) models for trees/buildings fixed in Praetoria/First Ward/Atlas, those zones are an eyesore.
  22. Quote:
    Originally Posted by Rubberlad View Post
    Great zone, lovely atmosphere, awesome story arc, amazing new instance maps, excellent new NPC groups, just all around well done.
    ... and awful _awful_ level of detail models and/or transitions. The zone looks lovely if you never move but the second you start flying over it:
    • Trees Flicker and pop
    • Buildings shuffle in height/depth
    • Windows move
    • Tendrils pop and jitter
    • Colours change dramatically

    It is _painful_ to fly over this zone, much like the rest of Praetoria and now Atlas park.

    Just compare to the old Steel Canyon where detail just gently fades out the further you get away.
  23. All the parts exist as player pieces, I assume they won't withhold bits that are ready-to-use out of spite. You can see then if you edit a demorecord.
  24. Quote:
    Originally Posted by Carnifax_NA View Post
    Yep, I despised this about Praetoria as well and was dismayed to see it has spread to Atlas.

    I hate the look of it, makes the game look cheap and amaturish. Does it happen to everyone or just those of us on low GFX settings?
    At the time of those screenshots my setting were low-ish but I've been using moderate to high UM settings and it still happens.

    I'm tempted to do an Atlas fly-through pointing out the flashing trees the wobbling building (misaligned LOD) the abysmal texture changes and then compare it to how wonderfully smooth and gradual the LOD fade in/out is in old zones like Steel Canyon.

    The galling thing is that _I_ can make better LOD models than these and I don't do this for a living.
  25. Yeah would be nice if you could use the female barbarian chest detail pieces with the "jackets" and "sleeveless jackets" categories like you can with the female steampunk chest detail pieces