Tunnel Rat

Recruit
  • Posts

    63
  • Joined

  1. Thanks for all the pictures of adorable baby animals. I could always count on you for my daily doses of silliness.
  2. Quote:
    Originally Posted by Black Pebble View Post
    Cough cough...what leaked auras...?

    Tunnel bRat, you are the funniest, happiest, bravest and most optimistic person I know. The anti-me. There's a reason I feared you. It's because you made me smile, and that really ruins my image.

    And that's also why I still consider Honeybadger to be the bravest man on earth, because he has the courage and strength to protect us from you.

    I'll always cherish our time together, even if you never made that Snot Aura I asked you to make. We all loved you in spite of your evil.

    And I still think your pigtail looks funny.



    PS: Thanks for not showing up at the BBQ tonight. You made Protean cry.
    You've defeated me with your sincerity. Crying ban lifted... OKAY IT'S BACK UP NOW.
  3. Quote:
    It's all good, later when you realized it was me you did come over to my desk to shake my hand - which was unhealthy for the ego by the way.
    That's how much I love you guys. If you play CoH, I shake your hand. If you don't, I just run you the hell over.
  4. Quote:
    Originally Posted by Golden Girl View Post
    It wasn't a joke.
    Well, I laughed anyway. Cheers, Golden Girl!
  5. Quote:
    Originally Posted by Brillig View Post
    Just need to get it next to War Witch's thread...
    HA! You guys are killing me.
  6. Quote:
    Originally Posted by Kitsune Knight View Post
    Would it make you feel better if I told you I only noticed that after you pointed it out?
    Oops! Hahaha... don't tell Zwill!
  7. Also, I've banned crying in this thread. And Black Pebble.
  8. Quote:
    Originally Posted by Kitsune Knight View Post
    That's what she said!
    *COUGH GAG* I didn't even realize what'd I'd written in the subject! HAHAHAHA!
  9. Quote:
    Originally Posted by TheNet View Post
    Oh no you didn't! You are already dead and you don't even know it.
    Bluff! If I were dead, I'd be more powerful than you could possibly imagine.

    Quote:
    Originally Posted by Electric-Knight View Post
    LMAO! Thank you, I needed that.


    Oh... you've seen that one, eh?
    HAR! Yes, Honey Badger ensured I saw Conan. It was glorious.
  10. Quote:
    Originally Posted by IndyStruck View Post
    I lol'd. Hard. I love this movie.
  11. Quote:
    Originally Posted by TheNet View Post
    Bass gets 7+ pages of replies...Oh no no no this cant stand!
    Whatever, you're not even a real ninja.
  12. Quote:
    Originally Posted by Fire Man View Post
    Don't worry, I'm enjoying this bantering between you two.
    You're too kind. Black Pellets should really hang around you more often, he needs a positive influence.

    Just to refocus a bit, bAss was absolutely instrumental in reporting bugs in Pools customization - and there were a LOT. Of. Bugs. It was a huge task and his reports were super thorough and well organized. Thanks, bAss.

    I was really excited when I heard we'd hired bAss_Ackwards (and was slightly surprised he wasn't a tiny blonde girl, as depicted in his avatar). I love meeting players, and I had lots of respect for his feedback in the Beta forums. He was fun to work with and his enthusiasm for the game was contagious.

    Also, I'm sorry I almost ran you over the first week you were here. Glad you were cool about it.
  13. Quote:
    Originally Posted by Black Pebble View Post
    What are you talking about? This makes no sense. You're just upset because I nerf arrowed you last.

    And you're still 2 feet tall. 2 feet of barely bottled hate!
    You expect me to take this as an insult? You're just mad because you sparkle in sunlight.

    And bAss, sorry about hijacking your thread. Black Pebble and I will have to start a separate fight thread or something.
  14. Quote:
    Originally Posted by Zombie Man View Post
    Hello, Mr. Pebble, this is Betty from NCSoft HR, before I process your Human Resources complaint, I've been reviewing your file and what your co-workers have been saying and I need to ask you first of all: Are you human?
    A fair inquiry. He's so elusive in his mist form.
  15. Before I say anything else - CoH community, thanks for everything. You've supported our game and dev team for years on so many levels. It's been a joy to get to know you through the forums, at player summits and cons, and of course, in the game. And, specifically to the CoH forumites, thanks for teaching me about the game I worked on. A couple years before I was a redname, I was a forum lurker. The Blaster and (dare I admit it?) Market forums were instrumental in getting me to love the game and love my job. I had the privilege of meeting some of you in-game as well (incognito) and I can honestly say my in-game interactions with forum posters were ALWAYS pleasant. A forum poster led me on my first Hami raid ever (and didn't get mad when I messed up). A forum poster was gracious when I thanked her for her market advice. A forum poster accepted me into his super group and always laughed at my jokes.

    Just like any job, there are occasionally long or frustrating days, no matter how much you love what you do. On these rare days, I hopped into the game and was instantly reminded how wonderful our player base is. Guys, thanks for posting in my FX thread and thanks for the feedback on my work, and most of all, thanks for the PuGs, the costume contests and the taskforce runs. You treated me wonderfully without ever knowing my connection to the game.

    To my co-workers, now friends - I will desperately miss working at Paragon Studios. Thanks so much for keeping me around, even when I initially knew so little about the game that I had to ask BaBs what an AoE was. I've learned so much from all of you. Thanks for the lunches, the occasional life advice, hell, thanks for all the THAT'S WHAT SHE SAID jokes.

    And Black Pebble, thanks for cheering me up when I leaked those auras. Shh, don't tell anyone.

    Goodbye, guys, and I say that as Tunnel Rat and as @Pygmy Titan. I'll be sure to jump back in the game for a last few hurrahs. Take your time to mourn for the game (I know I will). But don't worry too much about us, or about a future without City of Heroes. The most important part of an MMO is the relationships it fosters, and I'm sure those will remain in tact. We're ALL going to get through this Strong and Pretty.
  16. Quote:
    Originally Posted by Fire Man View Post
    You can, but Tunnel Rat might appear out of nowhere and slap you.
    I've never needed an actual reason to do this. Rest assured, my slapping-Black-Pebble legacy shall never die.

    And thanks for all your excellent work, bASs. It's amazing to have people in QA who know the game so well.
  17. Quote:
    Originally Posted by peterpeter View Post
    Butt guns are so I26.

    Fixed that for you, thanks for the inspiration.
  18. Quote:
    Originally Posted by Snowzone View Post
    I'd gladly take half an issue of less new power sets to push forward updating effects for Fire, Electric and Dark sets. Possibly Ancillary and Patron pool customisation too.

    Even if the new stuff looks good there are a lot more legacy sets out there that can drag overall quality down.
    Unfortunately, updating our Fire, Electric and Dark sets is not a half-issue workload. With the time we have budgeted for working on powersets, it's more like a 6 or 7 issue workload, with no new powersets coming out during that time.

    Alternate effects are still an idea I want to explore, but we need to balance their scheduling carefully with creating fresh content.
  19. Quote:
    Originally Posted by Snowzone View Post
    Just want to say that Darkness Control effects look amazing! Now, would it be possible to get an update for the other Dark power effects?
    Thanks! I'm happy with the reception they've been getting. I'd love to do similar effects for the other Darkness powersets, but the major hurdle here is time. It's just as time-consuming and costly to create a set of effects for an existing powerset as it is for a new powerset, which makes a complete Dark revamp unlikely. However, I do like the suggestions from Beta about proliferating effects for shared powers, like Fearsome Stare, into the older Dark sets.
  20. Quote:
    Originally Posted by SilverAgeFan View Post
    Some critiques in the Fire & Ice set got me thinking about FX and auras:

    Have you and HB (Honey Badger) looked at using the body wrapping auras (Victorian aura tech) to explore some sort of ice or hoarfrost aura? Dancing frost lines along with touches of cryogenic aura style vapor rising from the figure?
    Not a bad idea! We hadn't talked about that specifically, but we'll definitely add it to the list of possibilities for future "shell" auras.

    PS - Can I FPARN myself?
  21. Quote:
    Originally Posted by Kheldarn View Post
    As for two auras: Look at Anti-Matter in the KIR Trial. He has Alpha and Atomic auras.

    I asked Tunnel Rat about having a regular aura AND a path aura when she was on a UStream, and she said that they would like to do it, but it's a HUGE hit on performance. I think she said they'd look into it, and see if there was a way to do it.

    I asked Protean today how he added multiple auras to Anti-Matter. This was his answer: "Like a bawss!" Later, I understood this to mean that he hand-edited Anti-Matter's costume script file to include the extra auras. I assume this would be true for DJ Zero and any other lucky NPC sporting more than one aura.

    It is technically possible, obviously, but there's a lot of UI work in making this feature available to players. If implemented, we'd likely limit most full-body auras to one slot so that you couldn't stack hundreds of particles on top of each other. Performance would be less of a concern that way.
  22. Good question, Sam. Let's talk shop!

    The fine details of what the power is actually doing, I'll usually leave up to the player. Are Darkness' effects shadows or illusions? Is that actually a chattering skull erupting from your face, or is it just a product of your target's hallucinations? Are you causing permanent damage with your Sonic attacks, or temporarily deafening your target? That's up to you, and really, answering those questions doesn't change the look of a power much, from an artist's perspective.

    When we design powerset effects, we keep two goals in mind. The visuals should be easily associated with the powerset's theme, while being consistent with the amount of detail and stylization in the game. (I think CoH shoots for a simplified, but still dynamically exaggerated version of realism, and I try to reflect this in the effects I make.) We also treat each powerset as its own specialized case, and make sure the visuals are appropriate for its mechanics. To put it simply, attacks should look damaging and painful. Buffs should look protective and rejuvenating. Mez attacks should look like they're inhibiting the target. When it comes to the players' acceptance of the effects, I find that believability - that is, whether the power represents the theme and the mechanics of the power well - is more important than the actual type of fire being used. You mentioned you would have expected a different kind of explosion for Pyronic than the one the FX team ultimately delivered. But you still seem to like the power. Really, any number of huge, fiery explosions would have worked just as well. But the type of explosion isn't as important as selling the feeling of a huge, deadly fire-based attack. And obviously this doesn't apply just to fire, but to all of our power themes.

    The process gets a little trickier with abstract concepts, like Empathy and Darkness. I'd also lump in real-world concepts that don't have an easily recognizable visual, like Radiation and Gravity, into this category. These are the more difficult sets where expectations will be all over the place. And it's not just a division between the expectations of players and developers. There will be tons of variation in the answers of any two players, and any two developers, when they are asked, "What does the physical manifestation of Gravity look like?" You may find some common themes - and these are important to pay attention to - but you'll likely not reach a consensus on details. This is where the artist has to sit down and invent a visual language that represents that abstract concept.

    I didn't work on most of the powersets you mentioned, but I feel the approach to Sonic and Radiation is a common solution for these abstract themes. Sonic's expanding rings and Radiation's green light and orbiting electrons aren't inventions of CoH artists; they are common, and therefore easily recognizable, representations of those themes, borrowed from movies, games and comics. Similarly, this is why Psychic powers are pink and Empathy powers are green (though I think their shapes and animation sell the effects just as well as their color). The current FX team borrows just as aggressively. I borrowed Time Manipulation's characteristic swirl from old sci-fi shows. Honey Badger borrowed Beam Rifle's effects from, what's it called... that movie about ghosts? We add a lot of our own ideas on top of these borrowed ideas, but the reason we stick to these conventions at all is because it's crucial for our effects to read clearly.

    This is why adding a bright palette to Darkness, for example, gives me pause. It violates one of our two main goals in designing a powerset - making sure the effects clearly represent the theme. Players are free to pretend their fire is pollen. But ultimately, I have to focus on making fire look like fire, not pollen. Likewise, players are free to pretend that their Darkness powers are souls, or demons, or chest hair. But because Darkness, by its most basic definition, suggests dark colors, I feel obligated to offer you options that are in the spirit of that theme.

    I hope this answers your question!

    And I'm already seeing some awesome aura suggestions! Honey Badger is grateful.
  23. First off, I was so happy to meet several of you at the Player Summit! Thanks so much to those of you who made it out. It may sound cheesy, but we really are just as excited to meet the players as you are to meet us! I had some great conversations, some regarding topics we've even covered in this thread.

    When I last posted, some conversation was sparked about powersets with limited palettes, specifically Darkness-themed sets. Thank you for explaining your viewpoints and suggestions for the current customization options. I wanted to take a little time to address some of your points, and explain my own viewpoint a little more thoroughly.

    As a developer, I'm always delighted to see players use customization to create their own power themes. (I think one of my favorite examples was a player who tinted Dark Blast brown to look like chest hair.) I think it's great if you want to tint Fire to look like pollen, or Energy to look like sunlight. But as an artist, I also have an obligation to make the powers and their customization options match the original theme of the powerset. In the case of Darkness, the brightness of the effects have a much more profound importance than it does in any other powerset. So while I understand your desire to have more customization, I feel this is where I should set the limit for now.

    Some of you referenced the Warshade powers as an example of dark powers successfully mixing bright and dark elements. In terms of brightness and contrast, yes, I agree that dark-themed powers can look amazing with some bright elements. These elements have to be factored into the design of the set, though. Our current Darkness powers were designed before powers customization came along, and are very dependent on subtle coloring baked into the textures. It's a great look with the default colors, but isn't very conducive to customization, even with a dark palette. Because of the lack of contrast in the original design, introducing a bright/additive version isn't going to bring Darkness up to the Warshade or Soul powers' level of appeal.

    This is partially why Darkness Control will differ from the rest of the dark powers. The new look should be much more receptive to the colors you choose.

    Please feel free to continue discussing this topic. Perhaps we can settle on a compromise that allows you more customization while still being thematically appropriate for the set (and not just for Darkness-themed sets, but any set that has limited customization options). While I can't post as often as I'd like, I'm always reading your ideas and suggestions, and have them rolling around in my head when I'm working. This specific conversation already has me brainstorming about how to bring you guys more options for your powers.

    Quote:
    Originally Posted by Miuramir View Post
    Hearing the above from one of the more important artists at Paragon both worries and puzzles me. Real fire does NOT have a "consistent look".
    Ruh-roh, looks like I should have clarified what I meant a little better. I don't want to homogenize the fire powers. I agree this would be very boring and unrealistic. Ideally, though, all the different fires should look like they are from the same game. Of course, the hobo campfires in the back alleys should look different from your super-powered fire blasts. The context the fire appears in will always dictate its unique animation and shape. What bothers me about our fires in their current state is that there is a very noticeable variation in quality. This is what I'd like to address if we ever find the massive amount of time required to redo them.

    Quote:
    Originally Posted by Psychic Guardian View Post
    Pathing Auras/General Auras; will we ever have the option to set a path aura in addition to a standard aura(in the same costume slot)? A lot of the pathing auras are appealing(I love the nice added touches for landing from jumps), but losing a character's signature like an eye effect or halo detracts from the usability . So far every(it's 2 or 3 now, wait nope 4 as of earlier this week) character I have utilizing a pathing aura has a separate, identical, costume with a "standing still"/costume presentation/combat aura replacing the pathing.
    This was a sentiment expressed by several players when we first introduced path auras. We are looking into a dual aura system that would allow you to choose a regular aura and a path aura, or mix and match two regular auras. I don't have information on when it'll come out, but it's definitely on a wishlist.

    Quote:
    Originally Posted by Psychic Guardian View Post
    While I'm here another highfive to the FX department for the alternate CCE in flight effects I noticed sometime in the past couple months (ninjajump got my attention) . I didn't like the "footstomp" idea of PressureRelease, and hadn't bought the Steampunk pack. I bought the CCE with some of my first paragon points and hit it in flight and omg-that's-amazing-new-favorite-CCE-on-90%-of-toons lol.
    I'm glad to hear you like the in-flight variation of this costume change emote! Credit should go to the animation team, though! I'll be sure to pass along your compliment to them. Thank you also for your flowery path aura. It's definitely one we would like to try.

    Quote:
    Originally Posted by Snowzone View Post
    If Dark Control is getting new, inky effects for the powers will other Dark powersets be given at least an option for these effects too? I haven't seen the effects but from what I've read of them they don't sound like they'd match the effects of Dark Affinity and Dark Assault.
    I think the new look for Darkness Control will mesh with the old theme fairly well, but I'll be sure to monitor the feedback on its visuals once it hits beta. We can provide alternate options for powers that Darkness Control borrowed from existing Darkness-themed sets. A full makeover for the older Darkness sets is currently not in the cards, as it'd take weeks of time away from developing new powers for players and enemy groups. We are exploring more efficient ways for giving you alternate FX for existing powersets, though.

    Quote:
    Originally Posted by Redlynne View Post
    A reminder for Tunnel Rat (and Honey Badger!) about the conversation we had at the Summit concerning dialing down the FX on the Stalker Energy Aura powerset power Disrupt.
    It was a pleasure to meet you, Redlynne! Thank you for the reminder about Disrupt. I think there are definitely a few things I can do to make the effect less nauseating to look at.

    Also, a special request from the Honey Badger (I know he wants a "cooler" redname but he is SO stuck with that.) We have some time coming up that will be specifically scheduled for auras. If you haven't gotten your aura or path aura suggestions in yet, please post them! We love hearing your ideas!
  24. Hey folks!

    Once again, I apologize for the long delay between posts in this thread. The FX team has been pretty busy with... well, effects, and of course, preparations for the Player Summit. I hope to see many of you there! There are quite a few surprises planned and it'll be great to see your "live" reactions.

    Still, "He Who Must Not Be Called Honey Badger" and I are consistently reading your ideas and concerns. Thank you for continuing to post your latest inspirations!

    Quote:
    Originally Posted by Rock_Crag View Post
    While kinda close... my suggestion is more about the fading clones than the blur. I don't even care if there is a blur to it... I just want to see the copies of yourself trail away. They don't even have to be animated. They could just be after images of the specific animation frame.

    Although, something just occurred to me: This would be difficult to pull off simply because of all the various ways players can run. That actually kicks it from 'plausible' to 'notgonnahappen' territory.
    While it's true that we can't always give you a straight answer about a suggestion's feasibility (often because we don't immediately know ourselves), I'd definitely put your idea into "worth investigating" territory.

    Quote:
    Originally Posted by xhris View Post
    Can we get a flower petals aura and a playing cards aura? I don't know how easy it would be for these to be implemeted, but the modles already exist in-game as part of emotes. And if this ever happens, and we get a cards aura, please don't make the cards similar to Tarot, with glowing and sparkles the same colour as the cards, leave them uncolourable and let us colour the trails only (with black making them invisible).

    Also, is it possible for auras to leave objects on the ground, like emotes do? Maybe they'll last for a second or two before fading, but showing that they land on the floor and disappearing immediately instead of going through it is enough to make these auras look more realistic (I'm talking about Tarot, Leaves, Clunker and Feathers. I'm not sure if there is another Ayra that includes objects falling on the floor.)

    Finally, please PLEASE, make a Combat version of the new Bats aura.

    >
    We use physics sparingly in effects, because when used excessively, it can be a framerate killer. When I was working on one of the Avatar of Hamidon's powers, I originally used physics to create several instances of rocks bouncing off the ground and breaking apart. This produced a double-digit drop in the framerate. When I revisited the effect and eliminated the physics-based elements, the effect on the framerate was barely noticeable.

    This is why we have to be really careful about using physics in persistent character effects, like the Tarot Card or Leaf auras. While it'd be cool to have them leave artifacts on the ground, it's potentially a permanent hit to a player's framerate, and combined with other players' auras and powers, could easily become an unmanageable performance issue. All that being said, Flower Petal and Playing Cards auras are interesting ideas that are entirely possible. We will keep these suggestions in mind.

    Also, I'm not sure if the "fix" has been published to Live yet, but a combat version of the Bats aura was recently checked in, courtesy of the Honey Badger.

    Quote:
    Originally Posted by Angelxman81 View Post
    Please Tunnel Rat, can we have elemental FX unified?
    I'll explain myself:
    The latest VFX for fire is awesome. But we still got some old "not as nice as new one" VFX for fire. I mean, fire blast, fire aura, melee, etc...
    All should look the same kind of effect. We got awesome VFX for Pyronic judgment and very ugly VFX for Blazing aura or Fir shield.
    Same for Dark, Elec...
    Please use the same VFX for the same element! Update fire powers FX please.
    The inconsistency of the fire effects in the game is a personal annoyance for me, too. Unfortunately, it's a side effect of having several different FX artists doing fire effects over many years of development. I'd like to go and unify all the fire styles into one consistent look, but the time required could be a serious hurdle. Creating effects for a single powerset is a large time commitment for our two-man team, and the fire theme alone covers at least four different powersets. Then you add in all the environmental fires that should ideally be updated, and the task gets even bigger.

    This doesn't mean we'll never do it, but it does make it extremely unlikely that you'll see a complete facelift of all fire effects in a single update. This sort of immense project is something that would have to be scattered throughout several updates, and the consistency of these updates would be greatly affected by other demands on our schedule.

    Quote:
    Originally Posted by Kheldarn View Post
    Probably not gonna happen. When Power Customization came out in I16, they said that the original graphics for Fire were left there for those who liked them.

    I get the feeling that there are new graphics so that everything doesn't look the same.
    Ideally, all fire effects in our game should look consistent with each other. Though if we were to (miraculously) pull off a complete update to our fire effects, we would leave the original sets in as "legacy" options.

    Quote:
    Originally Posted by Alexander_Drako View Post
    So, a friend of mine have been wondering about why Dark(melee, armor, blast) only accepts "dark, musky, emo tones", whereas powers like energy/fire/ect can go from extremely dark to really bright things, electric is a good example of this.

    Would it be possible for further customization for Dark powers in order to get something a bit more bright? At least when it comes to color selection. Maybe something more white colored... I think the FX used in Void are kind of like Dark, and you can get quite a few bright-ish colors for the power.
    I believe Void and Dark themed powers use the same palettes, but your friend is one of many to weigh in on powersets that currently only have a limited palette, like Ice and Dark.

    For a few powersets, we've decided to use unique palettes that give you more appropriate options for the theme. Personally, I feel that Dark powers, with all their in-game references to terror and the netherworld, as well as their Negative Energy damage type, should remain dark in color. This is important in preserving the theme of the power, and to distinguish it as a Negative Energy attack. That being said, however, there are a number of brighter, more saturated colors available in the "Dark" palette, so you can still create colorful combinations with Dark powersets.

    I know this is a controversial decision, but ultimately we have to pick out visual elements that are considered "signature" to a powerset's theme and stick with them. I feel Fire and Electricity are more dependent on their shapes and animation than their colors to "sell" their themes, so they have a wider range of colors to choose from. Dark sets feel more appropriately sinister with their darker colors, so we preserved that trait when we added customizable options.

    Quote:
    Originally Posted by Antoinette View Post
    Want this be available in Paragon Market!

    I'll call it, Soul Path Aura!
    Thanks for the screenshots, Antoinette! These are some very interesting visuals, and definitely a theme we'd like to look at for future path auras.
  25. Quote:
    Originally Posted by Obsidius View Post
    Count me as one of those players who is saddened that progress is being retarded by those unwilling to let go of the DE avatar. I can understand where they're coming from, but being able to customize a swappable avatar is going to take FAR more work than making GA more akin to Crystal or Brimstone armor, which already have swappable textures and customizable colors, without replacing the character's avatar outright.

    Something important to keep in mind is that this feature is still unscheduled, which means that both the time allotted for it and the actual "deadline" for its completion are up in the air. This gives the FX team some flexibility to investigate what the players really want out of this feature, and to make adjustments accordingly. I
    ’ve already done a few hours of preliminary research into customizing Granite Armor, so I have a good idea of how much time it'll take to accommodate the desires of the pro-Devouring Earth camp. Ultimately, I don't think this additional investment will have a significant impact on the feature's launch date.

    I am quite happy to have received so much feedback about Granite Armor from all sorts of different perspectives, though. It's an indication that it's something you guys really want, and I'm always happy to try to accommodate specific, long-standing requests.


    Also, thanks for the reports about the bugged path auras. We are actively looking into this.