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Quote:You can do this with binds. I don't play with the numberpad and regularly seat a number of costume emotes there. Going from memory, but an emote whiz could check me on this:A way to save the costume-change emote per character. It's a bit annoying to have to set it each time you log.
Also, a way to select the flypose animation for fly, per costume. I think it'd be easy, just make fly customisable in Icon/Facemaker, like the other powers (I think this would be done when the rest of the travel power pools)
/bind numpad1 "cce 1 ccspin"
will make it so when you tap the 1 on the number pad, your character will change into costume slot 1 with the spin emote.
there are more complicated binds and a list of all their slash commands here:
http://wiki.cohtitan.com/wiki/Cce_(Slash_Command) -
Quote:Two new emotes related to this:
/e onyourmark
/e leftinthedust (cloud of dust happens, you're stuck in the superspeed pose frozen. :P)
silly? yes. but fun in an /e alakazaamreact sort of way... -
Quote:Steam shots from the four main limb joints, similar to what goes on during the animation for [self destruct] would be greatly appreciated by many a retro-robot!Re: FX
A few auras I've seen several people suggest that sound cool:
<snip>
- Steam - as above, but with spouts of steam a la steampunk machinery
Back to power animations, amongst all the requests for greater displays of effort and grizzle, hows about considering the other direction too of utterly bored and indifferent animations? NOT to be confused with boring animations... but what about power animations that show complete dismissal and confidence on the part of the super? I.e. a look away from the target with the head and a bored snap of the fingers to execute the power for example? Think of it applied to a mass hold power. Some people choose to create characters that are just that bad a** that they can barely be bothered to use some powers.
[EDIT: Okay okay--I remember, no fingers in this game. BUT you get what I'm saying. It's all about the nonchalance.]
And on a related note:
/e yawn
and
/e bigyawn
Nothing like that exists in game currently if I'm not mistaken. -
Quote:Had a few of these a while back myself. A couple that jump back to mind:Teleport: I like the idea of the presto-changeo poof from place to place. Also consider using the Ninja smoke bomb like we have for the CCE (Ninja, VANISH!), and the Wormhole animation as a teleport effect. But without the violent disembarkation. A more techno-themed teleport, like Star-Trek style transporter beam or the Sims Teleport command, wouldn't go wrong either. IDK what you guys have planned for the Mutant Pack but using a Burrow animation for TP could be worth a look. (Dive into the ground and leave the burrow hole, then spawn a second hole on the ground at the exit point and have the player "pop out" to the elevation of the target.
Superspeed: We need some motion blur. IIRC we saw a hint of that in the trailer for GR. It looked pretty good so this is a here's hoping. Also: Smoking feet. Running that fast causes a lot of friction. Maybe lay a smolder trail where we've run?
- Teleport: toss down a hole (yes, a cartoony black circle) underneath you and jump in using the jump down manhole animation. on the other end, similar hole opens in space above where you appear, you drop into view from above
- Superspeed: back in the day, some fast moving patrols mistakenly used the "skulk walk" animation on mission maps. the timing was off and they looked like they were speedskating. use this as a starting point for a new superspeed animation for supergliding. upon release, include roller skates/blades as a costume option. yes. I'm completely serious about this. loved "Rocket Racer" back in the wayback day. -
agreed. expand the options, keeping the range of origin concepts and their presentations in account, but only as a creative guide. do not limit ANY animations to actual character origin. folks already enjoy scuffing those chalk lines separating origin and manifestation already in game with their costumes. don't limit them at this stage of the game--especially when several original canon enemy groups totally play up the "things are not what they seem" with power origins, where magic seeming beings have technological origins and technological seeming beings have psychic origins, etc etc.
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Headbutt and a goring attack animation for several sets would be wonderful. And to the naysayers who ALWAYS come out of the woodwork on this one to talk about the current game engine and how it can't account for model scale, getting head to head contact etc... I'm not talking about a world cup hooligan style headbutt. I'm talking about using your noggin' to smack the living daylights out of a foe--regardless of where you hit.
Think of the headbutt as a head punch moving forward. The gore as a side to side tearing motion with the head. Why request these? Because umpteen characters use such an attack as signature moves in "real world comics" and because we have all these wonderful horns and helmets in game. Having one or two SS/MA/DM attacks have an alternate head based attack would simply rock.
Additionally, give all tech theme possible defender/controller/dominator/corruptor shield and hold powers modified versions of the tricorder animation AND the gauntlet keypad animation ([surveillance] currently uses this animation). I know, I know, lot of folks HATE the dreaded tricorder of the medicine pool. BUT if the green rays of the tricorder were colorable as part of power customization and it was strictly optional, I think it would be a great way for some characters to explain how they generate force fields/gravity fields/seismic waves/etc. Plus with the basics of the animation already in place, this seems like potentially low hanging fruit.
Any and all of these options would be acceptable booster pack inclusions IMO. In fact, a booster pack with simply 2 new power animations (in addition to a couple costume sets of course) that shows up across say 8 sets shared amongst only 4 archetypes would be totally cool. Don't knock yourselves out too much. But as I've said before, the booster pack route would be a great way to introduce less general, thematically specific power animations.
Auras? Yes. Moar plz. Been asking for aeons for an aura that uses the existing fallen leaf models and has them swirling about your character. Similarly for the kawaii amongst us, some hearts doing the same thing. If a "wet" or "drippy" or "slimy" look could ever be achieved, would be much appreciated.
Are auras with reflective surfaces possible using ultra mode? If so, I'd suggest trying to make a couple--not with any result in mind--just see what trippy cosmic effects come out of highly reflective particles or auras. Refine the aesthetic to a couple uber-cosmic auras. And reverse engineer an approximation of the aesthetic for non UM users.
Behaviors? Yes. We need both citizens and enemies doing more interesting things on maps and throughout the cities. Made some more specific suggestions in the Buildings Edition thread as I thought they were pertinent to bringing the architecture more to life. If they come back to me, I'll post them here again and maybe expand. But for now I should get back to work.
And lastly, +1 on the desire for beastly run. Heck, still crossing my fingers that some of those forthcoming "stance emotes" are actually emotes that override run animations (either at release or eventually) providing us some more thematic options alla Ninja Run. -
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Gotta say this thread has swayed me fully into the camp of wanting the OPTION for #1 of the two BrandX has supplied. Though I was admittedly almost already there. Would really help... ahem... round out costume options.
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Quote:Realistically the general solution might be for a new art asset for female models called perhaps "Tights 2" that is tights only, not tights and skin and has a singular panel of fabric bridging the cleavage canyon. I know I'd definitely use this for many of my more modest femmes.But they've maanged to get that nice natural chest look with the new Mother Mayhem model, so it must be possible to give us a similar look with the current engine.
And in the case of wanting to show some skin, we'll need to rely upon a handful of custom geometries that make good use of textures as the witches top and MM's new top both do. In this case I suppose a few more tops for variety of designs would be welcome, especially if they blend with skirts well and can be used to fake evening dresses.
But I know I'd get much more mileage out of the "Tights 2" option I describe above. -
Quote:Quote:
...I also want to see the older zones - Atlas and Galaxy, especially - touched up some. We don't need more places to go, just make our existing places better. Quote:That's sort of what this thread is for. We're reading all your suggestions and seeing how they might fit into ongoing development. When you see something from the boards come to life in game--and there have already been things set in motion--then you've won.
We have another community-created contest in the works though, so stay tuned.
For example, the fight club in Mercy Island that isn't really much other than something to see, correct? (On a related note, I have found that most of the new redside exploration badges are much easier to find because of clues in their name rather than often random feeling blueside locations...)
Back on track, to the meat of a few suggestions that could use some existing assets and may require creation of a few new ones. As a whole, most of these are meant to be neutral zones that are more about something to see or fly past and should at times replace the baddies that spawn there. The homogeneity of spawns from year 1 design is really dated and works AGAINST a sense of space, which more recent design indicates y'all learned some time ago:
- Galaxy City: An open air farmers market/flea market using vendor carts and lots of pedestrians during the day. Can also use some shelters already found in galaxy and peregrine--but spruce them up with some banners including a sign "Galaxy City Market." No baddies spawn here during the day to give it a neutral feeling. At night, NPCs clear out. Gang wars happen between spawns, preferably lowbie versions of Hellions, Skulls, Warriors and Outcasts.
- Kings Row: A biker bar. Take that motorcycle from the Thugs set and line 'em up outside. Maybe make a couple good NPC's that can stand around emoting? If time, make an interior or at least an exterior interior like the Egg Hunter lounge. Put Jim Temblor inside (as an alternate trainer? Hey if WW can be in two places at once, so can Jim, dammit!).
- Talos Island: Put a ferris wheel in at Spanky's Boardwalk. Rework the spawns here. Maybe get some lights that light up at night so the boardwalk comes alive with friendly NPCs. Not sure if you can do this with current tech in terms of when spawns change if it is only Day/Night or if you could make it Afternoon through Night are one set and Late Late Night through Morning are another, but if it IS the latter, NPCs should come out in the afternoon through the evening and baddies late late through the morning when everything shutters. The NPCs should be sitting in benches, along the boardwalk, strolling, fishing off the piers and some new animations (or appropriated power animations) to allow them to participate in some spruced up carnival games like the classic strength contest with the bell at the top and knocking over bottles by throwing balls.
- Steel Canyon: several sites here already which helps the zone. One more site that could be added... the Paragon City Stock exchange... something spectacular a bit like the Chicago Stock Exchange that sits at the end of a street but more chrome like the Chrysler Building. Perhaps it sits at the north end of the zone, facing the big statue at the center of the zone, with the tram tunneling right through the building... and that tunnel should be open so airborne heroes can fly right through. Maybe even give us windows into a trading floor with traders emoting wildly during trading hours and an LED ticker (pulling WW data on salvage?!? could this be done would be awesome.) Then at night this floor is empty of NPCs, lights are low and the floor is littered with paper.
- Steel Canyon: additional touches for vertical life, add a few NPC's flying kites occasionally in some of the parks. Everyone in Paragon always seems to be just walking... often in circles. (Other than talking on the phone, no one ever seems to be doing anything!) Also add window washers moving up and down some of the larger buildings.
- Perez Park: rework the spawns here entirely. If you touch the geometry, rework how awful the forest maze is in terms of function. In reworking the spawns, let Paragon reclaim the park at least partially. New NPC emotes include flying kites and picnicing. Use that amphitheater at the center of the park and occasionally have NPCs there performing and audience in the seats and fishing at some of the docks. Daytime should see the occasional vendor cart inside the park or near the gates. A great baddie spawn on some of the fields would be gang members from different gangs lined up for a game of football. Vary the baddie spawn sizes like, keeping some huge for the old school hazard zone feel but also have some nice narrative spawns with a circle boss or the lost or whatever threatening the newly uppity citizens of Paragon who dare to try and recreate in the park again. And lastly as a site, add a "Lost Cove" someplace deep in the woods where one can always find rectors preaching, several small shanties made of salvaged items and street signs (like on their armor) hanging all over the tree trunks.
I've got more ideas swirling for Skyway and beyond... but running out of room and have things I need to get to this morning... -
Quote:Was thinking I like the costume parts on these and the seers a lot as well. That rubber shirt/coat/buttcape combo item is pretty cool. As are her unique boots. This is how Mother Mayhem should have always looked.EDIT. And how come Mother Mayhem gets to have a realsitic looking chest, but we don't? That's exactly the way the chest slider should shape them - that'd better not be her unique NPC costume feature, otherwise I'll grow wrathful
Plus the Seer lycra unitards with that subtle front panel seam are nice too... and I like those strange boxy shoulders they have that look like they are actually something under their suit. Looks very 1970's sci-fi IMO, like something you'd see someone wear as an inner EVA suit in 2001. (Edit: That's 2001 the film. Not the year 9 years ago...)
I know they are supposedly going to be doing minor updates to the blueside Praetoria arc with the release of GoRo. I hope this means we'll sometimes face MM with the Seers rather than just the Crazed...
All this said, I'm also on the same page as GR33N here jonesing for some more substantial feature based info on GoRo... or at least a mutant pack teaser. Or more info about how those "stance emotes" are going to work--like will they be persistent stance states similar to how your character behaves if you leave Ninja Run going? -
Unless I've been scooped... surprised there isn't a thread for this yet...
Mother Mayhem info and screens:
http://goingrogue.na.cityofheroes.co...the-seers.html -
Down here, it's our time. It's our time down here.
that's how I view it. -
Sounds like what you really need to do then is try and sight see like a local instead of an out-of-towner.
There are a couple decent "hidden new york" books out there that list and describe some of the lower profile sights. There are also many places those of us within the city go to to forget we are in the city. There are blogs and websites that champion these.
Brooklyn, Queens and Bronx are all very neighborhoody boroughs. Likewise there are many non-touristy neighborhoods tucked away on the isle of Manhattan. Each neighborhood has a different feel. And believe it or not, some of it can actually feel quite sleepy and small town despite being nested in the big city. It's how we locals survive. We could never keep up a tourist pace either and live here! -
There is no such place.
...but maybe I'm biased. -
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Quote:I tried it in game and it does indeed bring up the power description. I personally hadn't commented on it since I assumed that the information was originally discovered via .pigg diving, which is verboten to discuss on these forums. A couple of the witch patterns were discovered that way prior to the magic pack release.No, I just assumed it was more speculation with a photoshopped up pic. There's been no announcement to my knowledge what's in the pack. Even if there was, it's not available yet, so where did the pics come from?
I also didn't say much because it is kinda meh IMO since we already have the tarot cards that function in the same manner. And nothing about the description clearly says that this is a self buff. The icon is even a targeted buff. So it may actually be exactly a clone of the tarot cards with a thematic skin change. If the devs were going to recycle one of the powers from all the other packs, I would have much preferred a feral run style. Eh. C'est la vie! -
Just brainstorming out of the creator here:
With what we currently have, sounds like the metallic costume parts (despite the cuts) mixed with colorized ice armor and dark melee and stealth will all do the trick. (or maybe flipped with ice melee and dark armor, both colorized fittingly. Can DA be colored brightly? If so that might do it.)
The sparkly prestige sprint might also help.
A drippy, slimy, gelatinous aura would be best. But it doesn't exist. Feet tendrils maybe?
Also it sounds like what you need are super reflective tights that don't exist yet. But I hope they are added someday in the near future. -
Quote:A few costume ideas:Question: What could they do with mutants tho that you can't do in the costume creator? Other than adding 2 extra arms or something that is it.
- More animated tails. (Timing of tails with i17 pre Mutant Booster has me banking that THIS will definitely be a part of it...)
- Big reflective fish/alien eyes as a detail, similar to how insect eyes are now in the CC.
- Huge heads so we can experience City of MODOK.
Beyond costume bits:
- Costume Change Emotes including melting into a pool of slime and rising up in a new costume.
- A sprinkling of new power customization animations that include a few melee attacks with more feral flavor to them and a few missile attacks that look more like spitting.
- Auras that include drippy slime or and plant hybrid stuff like leaves that swirl about you.
- Another travel power like Ninja Run that include padding around on all fours with lovely feral leaps.
- Other as to be seen custom powers. A self res with a massively long cooldown timer has been suggested on several occasions here on the forums.
- An emote or two?
Of course it all depends on what the crew took "Mutant" to mean. And from some of the recent chat sessions, it sounds like there was a wide range of interpretations of that term within the CoX universe. -
...any word yet beyond "soon™" and "likely before the release of i18/GR" yet?
The stealth release of the Ninja Pack may have been thematically appropriate, but this subscriber prefers a little foreplay. What do you say Devs and Marketing? Hows about a screenshot to whet our appetites? -
Not in this list of known issues, but many people are reporting that i17 defaulted ALL power customization except for those on the first costume slot.
Details and growing numbers in this thread: http://boards.cityofheroes.com/showthread.php?t=219472
Is this a database issue? Is it reversible? Or should those of us hit by this bug spend the time to recreate our customized powers? And if the latter, will be getting another round of costume tokens as compensation?
(And now that I've got dev eyeballs, any chance we'll be getting additional costume slots with GR? I mean shouldn't each character be able to have at least as many costumes as the game has years?)
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Marketing-wise, the boosters need to stay broad (the same way that EA got really good making sure there was something for everyone in each and every danged Sims EP *curse them!*).
For example, consider a "surf and turf" booster (or whatever catchy name you want) that has several amphibious options from frog and fish heads, hands and feet to scuba and diving gear to a "drippy" wet aura that could easily be recolored for slime monsters or ghostly ectoplasm.
Or, dare I suggest a "kawaii kit" booster that includes a range of costume items that includes a range of new cutesy anime inspired costume parts (which I personally don't have much use for) as well as a number of confetti like costume auras including hearts, kisses and other cute symbols and maybe additional animal bits.
Guess I'll need to see what comes with GR, but as of now we still have a lack of strapped-up-gear to allow any player characters look anywhere near as cool as KoA and Malta do on a good day.
As far as what goes in future boosters, more more more of the same variety we've been getting from the Magic pack forward. More movement powers. More stylistic temp powers like the tarot cards. More emotes. Certainly more costume change emotes.
A couple things we've been lacking in all the boosters:
- auras. Could definitely use some more of those.
- power animations. Would be great if boosters included one or two new animations that fit the overall theme that could be swapped in power customization. For example a head goring animation that might go with a more animalistic pack that shows up as an option in three or four commonly shared powersets, etc. I got the sense on the first (and maybe only?) alternate power animations received, the goal was keeping the alternatives broad and generic. A booster pack is one place where old powersets could receive a little more diversification and spice, even if it is only a power or two. Heck, what if all the blast sets got an alternate nova animation that somehow plugged into a "green thumb" plants and more sort of booster... what would THAT look like, just as an example? This would go a long way towards allowing players to really elaborate their concepts and the power sets they sometimes choose as stand ins for sets and combinations that never will be truly available. I know the tarot animation did that for a few of my characters... as did the ninja run.
'nuff rambling for now. back to work with i. -
Quote:Or merely normalizing to our current custom window settings would be appreciated. I personally set my HUD to match each character's theme. Adds a tiny little sumthin' sumthin' to each character.I mostly wish the market had color. The pasty whiteness of it is ugly as sin. I was kinda hoping blue for heroside and red or black for villains. I hope this Changes soon. (Or maybe even an option to allow us to control the color for our screens...wouldn't that be nice!)
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Quote:That's good to read. Looking forward to those as well.The Hero Arcs are great, but in my opinion the Villain arcs blow them out of the water. They are, by far, my favourite content in the game, ever.
Just gotta show more discipline next time I sit down to play. Getting too old to stay up past 2 on a work night. Headache today. Guess you could call it a "new release hangover." -
Just played through Keith Nance's arc. This is the first time in a long time you've been able to keep me up past 2am saying "one more mission." The way this arc flows, the communicator callouts that function almost like a rolling cinematic, the elimination of ALL non-meaningful travel--it all added up to one great story that was a PLEASURE to play through!
You guys have finally done it. With this arc you somehow were able to finally eliminate the City of Lackeys/City of Errands sensation that for me has detracted from so much of the older content. What's more, the writing in this particular never felt like a wall of text, like some of the older content does. Instead, it was lean and effective. Most importantly, I really felt like THE protagonist of this particular little story. And I enjoyed how the new tech integrated into the missions to help keep the story moving.
If this is a taste of the sort of story driven content that we might get with GR, you've got my attention. Very pleased and looking forward to playing through the three other arcs included in this issue.
(And I really really wish you guys could get an intern or new hires to start revising some of the legacy content with some of this level of sophisticated treatment. Some excellent mythos in there, but they are a bit buried behind the dated mission and arc design. Would love to play through it all again though if the arcs flowed anywhere near as well as the Nance story does!)
A six year old game and you've got me up waaaay past bedtime on a "school" night as if Civ V had just come out... Bravo! Keep up the good work.