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The thing for me is that a significant portion of my characters are female...i do not expect to be convincing.
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i am both amused and completely confused.
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well, since this thread is about alt animations, thats fine, you would have the option to use some or all the the new animations in conjunction with the adapted db ones, or if it didnt fit the char, you could stay entirely unchanged. part of the appeal of alt anims relative tot he strength of coh is that you can pick and choose what fits you. just like your costume, just like your effects.
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ok, will keep an eye out, the art style looks interesting, and one of the mains is a werewolf, always a fan there.
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Is this around in physical copy in english? searching around online was not fruitful.
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well, as a subscriber, i liked them, they were value added, not a full issue of content, but new stuff in between major arcs focused on me that helped me fill out some of the blanks with the major npcs. One problm I felt coh had is that as much as it establishes the big heroes and villains, it shies away from using them enough, to avoid the feeling of overshadowing us, and winds up pretty much ignoring them. Outside of an infrequently run oroboros arc, an ending to a long and drawn out endgame story arc and as antagonists for villains on the stf, the phlanx has little direct involvement with you outside of being stationary tf givers. I was more affected by the plight of sigil and kadabra than the phalanx, because at least i teamed with them and got some feel for them
. As such, i think there is room for ssa's as done with the wwd arc. they allowed us to see some story that moved the lore along, gave u some insight into characters (psyche wanted a child? that's an actual humanizing detail that i previously didnt know about, that actually gets me closer to feeling for the character). and still let them give some previews of new stuff for future arcs, like the space battle. In a sense it was content not initially about us that moved lore and explored other characters motivations and plans, and how they moved the world. and in issue content, then it can be all about us being the primary actors.
as such, i liked it, and for value added for a subscriber, i hope they continue to put resources into such stuff. -
ok, here's the post i was referencing, apparently it was entirely about martial arts, its from the old all things art:animation thread. the links still work.
(WARNING: lots of video links to public access style martial arts instructional videos ahead, i cant speak for the quality and production values of the demonstrators, but i selected the vids because they best showed the techniques as i had envisioned them, much butt-rock awaits)
ok dave, haven't gone through the whole thread, but for animation, my interests
primarily are in more alternate animations, particularly for martial arts. though i would also be interested in replacements for melee based attacks from the elemental sets(energy, electric, fire and ice spring to mind) i have mentioned these a few times, but since this thread is the main area for it, ell, it seems appropriate. i usually mention getting moves from a few martial art styles, muay thai, capoeria, what i called "movie kung0-fu) and korean karate are my usual suggestions. this list seems like it needs a bit of expansion though for here.
first, it seems that kinetic melee is, from the pax vid, going to address the movie kung fu idea(i called it that because there are hundreds of different styles of kung fu, often with indistinguishable differences, but we all generally know the showy style with primarily open handed strikes from movies and fighting games) so while id love to see the two share some animations, this would remove some priority.
for muai thai, the punches we recently got would do a pretty good job of covering the hand portion of the style, but my thought would be using the style's roundhouse kick heavy style for replaces for storm kick, with a low leg strike. example http://www.youtube.com/watch?v=IcPIJ...eature=related this is similar to the current storm kick, but delivered at thigh level, and with rotation of the hips to sell it more. replace crane kick with a high roundhouse strike to the head(example http://www.youtube.com/watch?v=_3B3e...eature=related)., preferably with a full follow through of the foot through the target, and finally, for eagles claw, perhaps replace that with the jumping knee(sagat's tiger knee from street fighter 2 being a good example).
the next style i was asking for moves for was capoeria, this would possibly be tricky for characers wearing skirts, due to the occasional standing on their hands in some techniques, , but a few techniques struck me as unique enough to add value as animation replacers. the first is called a mei lua de compasso. it involves a full body turn, so i'd see it possibly being a replace for axe kick. in videos i have seen it delivered higher and low, preferably aiming it at average head height would make it look dynamic. here is a fair idea what i am going for. http://www.youtube.com/watch?v=1n94G...eature=related The other capoeria technique that i feel would be a nice addition would be the parafuso http://www.youtube.com/watch?v=S7--b1h-kY0 again, this technique is similar to what we use in the thunder kick now, but the added lift of the first leg and more dynamic full body follow through would make it another good heavy hitter animation for an eagles claw replacer.
finally i mentioned the korean karate variation, now i have generally felt that this was the style coh was originally going for, given how strong their variation of the side kick in it was, as well as since they use the axe kick, which generally is less popular in japanese and most chines styles that i have seen. but in coh there are a few elements that the current animations do poorly and i would love to see the option of having better versions of them.
First, the storm kick seems to be attempting to be a roundhouse kick, but the limited hip movement and lack of chambering of the knee prior to striking really break immersion for me, the coh version looks like a very LAZY roundhouse kick(note, i am saying the martial artist doing this would be being lazy, not calling animator lazy). a variation i woudl like to see is in this video http://www.youtube.com/watch?v=JfSfiOxsfTo you will notice what i am talking about with the chambering of the knee, it really does sell the kick more.
the next technique that id like to see fixed would be the side kick in "crane kick" its a strong technique in game, but the application again looks lazy. I would love if we had an option where the character brought their knee up higher, pushed more with their body toward the target when striking, and extended their heel more to make the contact look more crisp. heres another example, i apologize for the butt-rock http://www.youtube.com/watch?v=JfSfiOxsfTo
ok that is my alternate animations selection for the martial arts set. it is thematically my absolute favorite set, and when alternate animations were announced, it was literally a bigger thing to me than inventions, ae or going rogue, now if you have the time and resources to add a few of these techniques I would be thrilled. if their animations could fit existing animation times, perhaps some of these strikes could be put in the elemental sets as alternates as well with flames, sparks and the like appearing on the feet when the strikes are delivered.
END OLD POST. basically my thoughts for other sets are less obsessive, but for me the key is versitility, fire, ice, earth, even elec and energy, though those sets dont use weapons, it would be nice if variants existed for entirely unarmed strikes existed, or if you could choose the straight sword from ice, the scimitar from fire, the hammer from stone and maybe even an axe or one handed claw. and for the unarmed sets, it would be nice if we got a mix of kicks as well as punches.
similarly, for blasts, it would be nice for standard sets as well as epics to be able to choose emination points, like open hands, closed fists(for power rings and tech gauntlet themes) mouths and heads, as well as wands, some sort of ray gun and, whie it sspecific, an electric guitar, hey, its a well worn trope in both anime and western comics/cartoons. -
This movie covers like a third of my coh character concepts(powerful supernatural entities that protect the vulnerable). it will be seen, perhaps often.
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not how i saw it at all, he was continuing to fight, until his wife came around and told him that there were capable heroes who could take his place, he didnt have to protect the world any more. It pushed us forward and let him finally move on from a life he was more burdened with than living.
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well, this is kind of a soapbox of mine but while I appreciate the new powersets, I really want new animation sets. pool powers need alt animations, epic/patrons need alternate animations, elemental melee sets desperately need new animations, and even though it got some alt anims, I still contend martial arts needs new animations that are martial arts instead of street brawling. it made sense before street justice, but the game has changed.
To some degree i see the two sides as focusing on different aspects of the game. new powersets encourage alts, alts are cool, i alt a lot myself, but with the incarnate system, as well as the numerous side actions heroes can now do, players who have made main characters that they enjoy playing with are left in the cold when new sets come out, they cant switch powersets so their old mains can either reroll from the beginning or just make alts and have the old favorites be at a thematic mismatch. plus, while the old animations were acceptable for last gen mmo standards, where most weapon use looks like they are trying to fend off a swarm of bees, bars got raised, bars got raised by new powersets here. its hard to play a broadsword user after running a titan weapon user. so yeah, a break in the new powersets is about due, and a return to alt animations would be massively welcomed.
we had a good start, and very few other mmos do what coh does, I can only think of one other one on the market with alternate animations, and those are only for ranged blasts, and a small subset of them at that. but it needs to go further.
I have done long posts on what id love to see for alt anims. if interest is there, i can repost. its martial arts centric, but has ideas for ranged emanations, alt control/buff animations, and has several ideas for pools. lets get it done. -
you know, i got nothing that does that set up justice.
feathers would be nice, id still like arm and foot fins that arent attached to a boot/glove as well. -
one reminder, in the last fight, penny is by the portal, apparently missed a cue and kinda needed her in phase 2 of the last battle. beyond that, nice overall tie up. no red green blue ending nonsense, just a good, old fashioned butt kicking :P
also, while im sure others will be happy with spaace, i had a different drool moment.. tanks..i LOVE smashing stuff with rian, and if you time it right, the last room with multiple tanks can detonate each other...one vorpal judgement made rian a one man jerry bruckheimer film. happy. also, glad lord recluse got his moment in the spotlight, rian may have upstaged him, but he got the punch up he deserved. also glad to see lady grey get active again, we need more of her.i dont think they made that map just as a one off, lets put it that way. doubt any producer would use that many resources without future plans for it( see the halloween dog) so yeah, all those who have wanted space, id not be surprised if we go into space again.
oh and yeah, wade did drop recluse pretty fast, looks like he didnt slot his destiny powers
one complaint, the apocolyptic beam, id have liked to see it fire, it seemed it was either nothing or a big screen-full of effect and rian faceplanting, i want a beam dangett. -
yo goat, good to see ya.well, yeah lots of stuff has changed, post freedom there have beena sizeable number of gameplay changes, do you have a stalker, they moved them around too, i hear they are pretty good now, im too busy kicking mot's butt for now with my scrapper,brute, doms and oddly enough, defenders, but i hear they are better.
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no, but a freind of mine does, and I suspect he will probably post here soon. I'd say that my characters concepts are level independent, if i dislike a certain chunk of content, or a group that doesnt fight my character, there is usually another way to go around to not see it, and if its a power, i can just pick it and throw it in the closet. but that is my take, as i said, i know a guy who fits your thing exactly.
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well, I take jump kick a lot, hows that?
seriously, I dont min max, and I often let concept decide, when its possible. the game has never required optimal loadouts to do most of the stuff and it wont, so there is room for concept if that is what gives you fun. admittedly, my concepts demand more from the tailor and the bio section than the powers, so that conflict doesnt happen much, but if one arose, I'd have no problem going concept over play capacity. -
Quote:well, themes are what you make of them really. the elk lady struck me as a shamen, so she would be communicating with the animals by calling on their spirits/ some old pact with their ancestors in their language. there would also be the tarzan yell for both wild men/women and for big game hunter "craven" types that learned their tricks. finally, for the science types types, you could put them in some sort of psi amplifying helmet where the roars are simply their words being translated into something the animals understand, mixed with some sort of dominant body posture marking that the caller is the boss. heck, the cloud could even be soem sort of pheremone dispersal from the helmet to convince them that the wearer is the dominant pack leader.I just teamed with a friend of mine's Beast Master, and something strange struck me about the set. When his heroine, costumed the theme of a semi-feral person, summoned her minions, she would do so by growling or howling and ejecting a thick, coloured breath that was very similar to what the wolves and lionesses themselves ejected when they roared or howled. I'm not sure if it should have, but this surprised me, because it suggests to me that the art team's vision of a "beast master" is a character who is a beast himself and this... Really isn't the first thing that popped up in my head when I saw screenshots of the set. Even the elk horns lady on the splash screen advertising the set looked more to me like a barbarian than a feral human.
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actually, given its ability to negate typed defenses/resistances, im not sure i'd agree that balancing this set would be more useful than the alt animation idea(the alt animation idea also has the benefit of using other emitters, like sci fi rayguns, magic glyphs from hands, or even something genre appropriate, like an electric guitar) more thematic breadth that way bundling all the work under a larger goal that they can already do.
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my guess is that he thinks its inappropriate that a longbow guy is doing an enemies salute. I'd say the biggest real issue is that its ending position does look like a common expression of reverance, hand across the heart, head bowed, it fits if he is supposed to be in greiving for states and psyche. heck, its the one i used myself for the states reverence picture. problem is, its named after a salute from an invading force, so it would be like showing a member of the active military emulating a salute from al queda or the you-know-whoozies.
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I do hope it continues. some people like raids, i have even found a place in liberty's raiding groups..if only as filler, but my ideal playing is with my friend and his wife, and perhaps one other irl friend so more small team incarnate stuff, perhaps involving the shard or merluna, that would be appreciated.
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Quote:they have actually answered the quivers/sheaths thing a few times now. they dont currently have the tech to have the sheaths/quivers show changes based on combat state, like arrows missing or swords in or out of sheaths. they dont want to half-implement it, so they havent done it till the tech is available and feasible. they had a similar stance on wings, and the eventual wings we got were pretty good.oh you know, cuz its not like quivers have been requested and been in game for years.
i dout the dev's actual priority is high-request items. it should have been given to us a long time ago, and every update since. but it's still not for players. i really dont understand why. much more appropriate and useful than a dinosaur pack... but why havent they given it to us, eh? i agree, they should take care of the ancient and still highly requested things.
but they dont and arent in the "soon" timeline.
:'(
i dont get that. -
Vip only, sure, sounds reasonable,
paragon points, not a good idea, not something i'd go for. The game should incentivise vip subs, no question there, but gating the entirety of pp customization, behind a purchase for vips, no, not good. An additional thought. if they give base customization and later sell additional animation skins for pp's(combat knives, chakrams or some alien looking blade thing for shuriken throw), then im grudgingly ok with it, just base functionality should be included for subscribers.