SilverAgeFan

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  1. Quote:
    Originally Posted by The_Overlord View Post
    You know, I was thinking recently about my and another poster's request for Guitars for sonic powers (I have a whole character concept riding on this!), and I just thought..

    "Hey, wouldn't it also be cool to whip out a panflute or violin which glows when attacking instead of mindpower effects?"

    And then I thought, how cool would it be to have instrument replacements for the ranged attack animation sets in general?

    Edit: (This actually makes me wonder what options there would be for an "Instruments" powerset.)
    Musical instruments, rayguns, arm cannons, thrown items such as playing cards, hand fans, bowler hats, dice, skulls... all sorts of props could be used to diversify most ranged set concepts. Hella mountain of work there that. The aesthetic results would be pretty damned amazing though.

    As far as your violin idea goes, time to go camp "Emperor Nero" for a new concept fire/fire dom... :P
  2. awesome work sorting out the podperson thing. for some reason it brings back memories of that last scene in the 70's version of Invasion of the Body Snatchers and that awful sound. oh the sound!

    makes me wonder if this is a vestigial name. if they were actually working on a pod out of which our freaky-deakies could hatch. would have been an awesome CC emote if they were able to get that to work...
  3. Quote:
    Originally Posted by Risko_Vinsheen View Post
    Energy Morph's cce prompt isn't ccenergymorph. I have yet to figure out what the actual command is.
    was wondering if this is what was going on for me. would love to know what energy morph's prompt is then. the others are simple direct translations of their name.

    and as others have reported, having the defensive toggle issue with rapidboil and dimensionshift
  4. This is good news IMO.

    I've always been pretty meh when it comes to RP explanations of most game mechanics (like AE is just silly as is the RP explanations of power proliferation ).

    As we had originally been lead to believe, if the markets remained separate with the launch of GR, I could foresee people taking characters redside temporarily just for better prices on high end enhancements and recipes. This presented a BIGGER disjuncture in terms of RP desires versus actual game world realities.

    Good work devs. Looking forward to August.
  5. No word on the possibility of a silent version of the growl emote? Again, really would make a nice stance emote sans the growl audio.
  6. Quote:
    Originally Posted by David Nakayama View Post
    Nah. As you might imagine, we're quite busy with GOING ROGUE.
    What? No time for a good spitball war over the cubicle walls? Sheesh. Paragon sounds like a dreadful work environment. Where's your guys dot com era zest?
  7. Well done. Don't have a wolf/fox character currently. But glad teammates and fellow Paragonians will be pleased with this.

    Even more glad to see clear evidence that diverse requests from the player base are being heard. It gives me high hopes.

    As for that tease about what the animation department is up to... hmmm... I have my suspicions and they rhyme with yeast fun. But heck, new animations of any sort are most welcome.

    Thanks again David and Jay for listening and diversifying this pack a bit more!
  8. And hope that your coworkers have been good about the cake and ice cream... or maybe just plain ice cream cake.
  9. Heh.

    Sam, your OP convinced me I need to call the next sommelier I see a n00b for not funneling his wares.
  10. Quote:
    Originally Posted by Elke_Bolt View Post
    Yeah!! People want to turn into crazy monsters!!... or Cute monsters too!
    In the future booster pack ideas thread in general discussion, I did suggest a Kawaii themed Booster, complete with floating heart auras. Butterflies would work too. Because it's cute, sadly the devs might dismiss it as a joke. As a challenge, though, I dare the devs to think about serious characters with cute or beautiful aesthetics rather than just the sinister and edgy. Goddesses. Fountains of life. Animist spirits of the cosmos. Or of the planet. Children with unlimited powers (think Lama++).

    I totally agree with Sam as he points out a page or so up, there has been a real hard edge to a majority of the costume releases over the past 3 years. When this first began, it was refreshing, welcome and quite arguably needed. But this hard edge does contribute to that sense of sameness I was speaking of.

    Several ways to break this, none of these strategies are mutually exclusive:

    - asymmetric models
    - rounder more organic shapes
    - convincing modeling and texturing of soft, organic materials
    - more lighthearted themes

    In addition to the often requested better furry bodies, shoulder fur, animal bits and bushy tails other possible options in no particular order:

    - feather and fur boas that use cape physics, but are 3d capes essentially
    - convincing feather and fur trim for tights, catsuits and existing clothing options
    - shoulder pieces as asymmetric as the gladiator shoulder, but portraying large bushy branches, allowing players to make sentient trees. asymmetric boots and belts in this direction that are also ridiculously bushy with vegetation could work as well
    - simple spherical, reflective heads, shoulders, elbows and knees
    - GG and others (mostly female players IRL from what I could tell) went a bit gaga over Mother Mayhem's bosom. The only gathered and lifted bosoms we have are sharply framed by either the witch leathers or this new organic armor set. create some more generic gathered and lifted tights options, with and without keyhole cleavage reveals
    - an "antoinette set" with powdered wigs for his and hers, tricorner caps, and a close approximation of a hoop gown slightly lifted and tilted forward, ala how the Warrior belt geometry from the martial arts booster currently works
    - jewelry details of pendants, medallions and head details for earrings, including feathers and dream catchers

    on the more sinister side--it doesn't all need to be cute or cuddly:
    - a set that looks less like fractured hard materials and more like melted wax, with large gobs of ones body gathered up in big heavy drips that have hardened in place
    - big bulbous boils or mud bubbles on the skin--not just as a texture, but a few large spheres the size of a fist, like on the back or chest or shoulders
    - others already mentioned taking advantage of the robotic arm divisions to have mutated arms. what about just one big honking mega muscular arm? ditto in monstrous legs

    Anyways, I'll still be getting this pack to support Paragon Studios. I definitely can use all three CC emotes and will use the growl as a bound stance emote for a few of my rooftop avengers. I also have perhaps one use for the bio-lum set. Still don't see how "hell-spawn" as David calls it constitutes a mutant. And though it is a very well done set, going to be stubborn on my opinion that it is very redundant with already existing demonic costume options and feels. And I'll begin the wait yet again and hope that booster pack VI or i19 has something that fills some of the standing gaps in basic comic genre themes and aesthetics currently in the CC.
  11. I'm liking /em growl alot (despite some winged wierdness).

    I foresee using it not just as a beastly stance emote but also interchanging it with /em crouch as a stance emote for some of my more classic costumed rooftop vigilantes. To this end, if it's not too late, can we get an /em silentgrowl without the sound effect attached to it?

    I tend to bind one or two of these not far from my movement keys near my flight emotes And with /em plotting, /em scheme, /em lecture, /em waiting, /em crouch and /em frustrated already have a growing makeshift suite of stance emotes to select from. Would love to throw the growl pose into this. Prolly will with or without the audio clip. But would LOVE it sans audio for some purposes.
  12. Quote:
    Originally Posted by Crimson Vanquisher View Post
    You and your apologist attitude. What do you know? How do you know there's going to be more boosters? Why would those things be in some "were" pack you just came up with and why couldn't they be on this?
    Yeah. Feeling equally annoyed with this pack and what is a growing sameness from the character modeling department. From the outside, it feels like there is strong artistic resistance within the costume department, like there are themes that they love to work on vs. themes based on personal tastes that they all but refuse to work on. (i.e. if Sexy Jay for example really hates anthropomorphic animal characters and has decided "I'm not doing a furry set. No way.") I say this based on having witnessed heel dragging first hand in creative teams for both television and publishing. The results I witnessed in those arenas echo this growing pattern of sameness amongst costume option releases.

    If there really is that much resistance to produce anything other than the same techy looking layered armors and demonic bits, then someone needs to get in there and either provide some tough love and art direction, steering the team into the areas that really are needing OR if the creative culture at Paragon is much looser and management doesn't want to stifle, then someone new needs to be hired--even if just on contract--who has a strong affinity for these other areas.

    So with this set lacking the long requested (and teased at by Positron) animal parts, the clock resets for all of us who have been pining for: thongs and feathered tribal sets, more generic silver or golden age patterns including face masks in the glasses detail section, bushy tails, stubby tails, animal heads, new monstrous heads, bird sets, amphibian and aquatic sets, bubble helmets, gorilla heads, a good geomorphic set, a revisit to the plant based set, proper vines wrapping around limbs, and a litany of rigid back details from tech backpacks to dinosaur plates to geomorphic chunks to weaponry to jet packs to glider wings. And that is really what disappoints. Because those of us--who have been hoping and waiting patiently for YEARS for this range of items which are clearly missing (sometimes entirely) from our costume options--need to start waiting yet again for another 6, 12 or 18 months to hope that one or two of these themes might finally be touched in the 1 or 2 sets and details we get with updates and/or the odd booster.

    And though GG strikes me as a sweet person the apologism here only stings. *sigh*
  13. Subjective: +1 on questioning the mutant nature of this. Shades pretty hard into demonic, which as others have pointed out there are many items in this direction. Either way, I'll be getting the pack for the emotes. Hope to eventually find use for the items. And look forward to seeing what the new heads and tails actually look like.

    Subjective moving forward: PLEASE for the next costume sets in development, PLEASE PLEASE no more tech armors, tech suits or demonic items till we hit some of the several areas that are lacking in the CC content. There is a noticeable lack of truly biomorphic items: better plant and stone parts, and grotesquely proportioned parts and growths with an emphasis on asymmetric looks. We know this can be done because of the few asymmetric details we do have, such as the gladiator shoulder. And of course animal parts--frog heads, fish heads, webbed hands and feet, bird legs, talons, monstrous heads that are up to current cc geometry standards, bushy tails and stubby tails. Personally I don't have a huge use for a fox/skunk tail, but a large number of people have been requesting these items for 4+ years now.
  14. Subjective:

    Energy Morph costume change is gorgeous. One of the best. The pose and effects are totally 80's Xmen IMO. Perfect for powerful characters. Love it.

    Dimensions Shift is pretty nice. Not my favorite, but definitely a good one.

    Rapid Boil was the one I was most looking forward to by name. Ultimately rather meh. But I do have at least one character that will use this. Fits the theme of this pack.
  15. Quote:
    Originally Posted by srmalloy View Post
    Reading this, I was reminded amusingly of the first bugged version of the "Touch of Lady Grey: Chance for Negative Damage" proc (later having its name tweaked to 'Chance for Negative Energy Damage'); the name was appropriate, in that when the proc went off, it really did do a negative amount of damage on your target, healing them. This was fixed with an even more broken version, which I nicknamed "Touch of Lady Grey: Chance to One-Shot", the proc doing about 10x the target's base HP when it went off. When I discovered this in the beta on Test, I hied the character off after a convenient GM and was lucky enough to literally one-shot Jurassik, doing (IIRC) "4.08611 e+006" points of damage to him -- and discovering that the numeration rolls over into scientific notation when the numbers get too big.
    You were one of the lucky few that got to play with one of the forthcoming Omega Incarnate slot abilities. This one has been renamed to "Big Wet Smooch of Death." It's more useful but not as cool as the "Humpty Bump" omega power that works a lot like levitate, but with an AoE roughly the size of Atlas Park. Awesome thing is, you auto con as +50 to all baddies on the map while executing this ability. So every baddie gets at least 45' of air. Ba-Whump! Omega indeed!

    And yeah, all of us in the i19 super sekrit beta are still getting the scientific notation for damage that you describe here. It's been flagged repeatedly. But Positron and Castle seem resistant to do anything about it. Something about rewriting entire systems. *shrug*
  16. The game is back up, but NC Soft store interface is down in game. And from the web as well.
  17. Quote:
    Originally Posted by Golden Girl View Post
    Castle has already been testing out that idea.
    I think they were talking about in game, GG, not real life. What Castle tinkers with in his garage at home is his own business.
  18. Quote:
    Originally Posted by Ultra_Violence View Post
    Bubble Helmets are missing. Transparent "fish bowl" type helmets. These are fairly common in comics and the first step toward making cool space suit type characters.

    I would also like to see more or upgraded Tech type armor. Most of what we have isn't that good, Banded & Steampunk for example just don't do it for me.

    Also Cyborg was a disapointment not that it doesn't look cool but it doesn't look like a Cyborg, that is flesh AND tech combined. See Mother 1 in Cyberforce, 7 of 9 in Voyager.

    The new witch and magic user items are so incredibly awesome looking they make it hard to wear anything else.
    These all read like rigid costume items which I don't think falls under this subtopic for animations...

    But it does remind me of a longstanding request I've made time and again concerning back details:

    Chemical tanks with translucent windows and tintable contents. Similar to how the bubbles rise in the Warhulk cockpits, would love to see a rigid back item with animations that really conveys having a big tanks of something nasty on your back.

    Additionally, other costume items that occasionally vent generic streams of gasses would be welcome, be they robotic, steam punk or geo/organic.

    And I'm assuming such effects fall under the rubric of this particular thread, oui David?
  19. ugh... can't believe in all these pages I totally forgot about this HUGE request that would make a HUGE HUGE difference to indoor maps:

    So the basic lab tileset is used time and again, right? To represent secret labs, research facilities, underwater bases and orbital bases.

    How can you differentiate between them though? Most of us, even those with good imaginations often feel it is the same darn blue lab map over and over. Why not create a couple rooms with windows looking out to a world geometry? It might just be a glass tube connecting two rooms of the lab/sub base/orbital platform. But depending upon context, we may see ourselves as moving through a glass tube bridging two skyscrapers in steel canyon or aeon city, or a tube connecting pods at the bottom of the sea as a shark or two swims by in the distance and kelp waves to and fro, or the moon and earth below as sections of a large space station spin at either end of the tube.

    These are just windows... to non-reachable geometry, much like pocket D was for ages till the ski resort was opened. But it could make a WORLD of difference to refresh those maps and remind people where they are at any give point.

    On a related note, the listing lab maps inside the new positron TF and the now aging faultline arc are wonderful. Have you ever considered putting us inside a listing ship or any other sort of map? It's a really effective gimmick.
  20. Quote:
    Originally Posted by Yogi_Bare View Post
    First being the derriere.
    ...on Huge models.
  21. Quote:
    Originally Posted by Battleguard View Post
    Science
    I'm not sure how to explain these well, but it should look like the character almost has no control over their powers. Like they are being overloaded, almost like the current animation for Self Destruction, just less robotic.
    Really really really like this idea. Earlier, I suggested power customization animations that convey a nonchalance.

    This opens the door for another means of creatively looking at animations and concept options for characters... along a dimension of control and confidence. With nonchalance and utter control at one side and barely being able to contain the power within at the other extreme.

    Nothing else to say other than to reiterate how much I REALLY like this idea, especially in light of how expressive all the most recent animations have been in game. I bet that BABs or one of the other talented animators could really nail this attitude given the production time and priority.
  22. Just wait till you all see the prompt we get for the Mutant Pack self buff!

    Then your wife will really be killed. For real. [EDIT: Just in game though. Was only joking about the for real part.]
  23. Should travel powers and travel toggles ever get customization with choices of animations, combat jumping is a perfect place to seat a number of varied travel animations types IMO:

    - feral bounds
    - elegant acrobatic movements
    - "rooftop vigilante" style leaps and landings
  24. Quote:
    Originally Posted by Captain_Electric View Post
    A few tips from a random passer-by (albeit one with super powers and good looks).

    <snip>
    Sir, what server do you play on? Your character creation philosophy is delightfully close to how I've approached this game from day one.

    Might be fun to try teaming some time...