srmalloy

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  1. Quote:
    Originally Posted by TonyV View Post
    Farmers aren't solving the problem, they're creating the problem. Because of farmers dumping less used recipes on the market, when you get a drop, you can't sell it for more than the stores offer it for. Also because of farmers (who are the ones getting billions of influence through farming), buying the more used recipes on the market costs the billions that people are using RMT services to buy.
    You miss the other fallout from farming the MA -- because you get only inf and tickets from MA arcs, and the farmers are using all their tickets to get recipe rolls that they can sell in the auction house, they're not getting the salvage that they would be getting along with the other drops in regular missions -- but they still need salvage to craft the recipes they keep or buy. As a result, the supply of salvage in the auction house has gone down, since fewer people are putting salvage into the auction reserve, but the same number of people are trying to buy salvage. And, inevitably, we're seeing prices ratcheting up -- common salvage bid up to 35,000 - 50,000 inf, and uncommon salvage up to 100,000, when it might have, if badly bottlenecked, have gone up to 20,000 for common salvage and 50,000 for uncommon salvage. This is then followed by people seeing the prices the inf-rich farmers are willing to pay for salvage and jacking their listing prices, keeping the prices cranked to the sky because they a) don't want to lose their listing fee and b) figure that if someone's willing to pay 75,000 for common salvage, they should be getting 75,000, too.
  2. Quote:
    Originally Posted by Samuel_Tow View Post
    Allow me to make an aside for a second. Who ever decided that archers are fast, light, agile fighters who are weak and ill-protected? Drawing your average non-modern-technology-enhanced bow actually requires MORE strength than swinging a sword around, and many, many archers wore chest plates and chain mail, if we want to go into medieval history. That's only still no match for a mounted knight plate mail armour, but it's hardly a flannel shirt and a green hat. And people keep making them acrobatic. What the hell?
    Armor was expensive, both to make and to maintain; so were swords. A landowner (lords down to franklins) could, if he was wealthy enough, afford to equip the troops he was required to supply to his lord with the trappings of mounted men-at-arms; if not, he would supply archers, levied from the yeomanry. The perception of the bow was, as a result, that of a 'lower-class' weapon -- the French knights, in particular, at Crecy, Poitiers, and Agincourt, fixated heavily on combat against their 'social equals', allowing the English longbowmen, shooting from prepared defenses, to shred their ranks. These three battles fomented the myth of the longbow, and battles like Vermueil and Patay, where the longbowmen were unable to set up their defenses and were overrun or routed, were ignored. The stereotype of the English yeoman archer, however, was what created the stereotype of the unarmored or lightly-armored archer (the lack of armor allowing them to run away if it looked as if they were going to be overrun, as they were too poor to offer a ransom and would therefore be killed outright).

    Prior to the medieval period, archers also tended to be more lightly armored than the shock troops -- armor worn by the Roman sagittarii, Parthian mounted archers, and the chariot archers of the Egyptian, Hittite, and Vedic militaries was much lighter than the standard infantry.

    With the decline of the longbow and its replacement by the crossbow -- it took many years of practice to make a good longbowman, while a crossbowman could be trained in a few weeks, making it much more suitable for intermittent levies and mercenary units -- the armor worn by the average archer improved, at least partially due to the need for them to be able to fight as infantry when the rate-of-fire issues with the crossbow allowed enemy troops to close with them.

    Quote:
    As long as we have the ability in this game to IGNORE hand-to-hand combat attacks coming at us without having to stop and protect ourselves, there will never be a "tank" threatening enough to actually tank.
    Unfortunately, the game's combat abstractions ensure that a character is never "ignoring" hand-to-hand combat attacks. The way that MMORPGs, almost universally, are set up mangles realism badly in the combat mechanics. Take your average footsoldier straight out of what passes for Basic, and a footsoldier who has twenty years of combat experience under his belt, stand them up naked, and hit them with a broadsword. The weapon is going to produce essentially identical wounds -- but not in an MMORPG; the level-1 fighter may well be killed, while the level-40 fighter will barely notice the attack (unless the person swinging the sword is also a level-40 fighter, in which case the level-1 fighter is a blood smear on the floor and the level-40 fighter is hurt bad if not killed). "Hit points" as implemented in virtually all level-based RPGs, MMO or paper, are a measure both of how much physical damage a character can sustain and their ability to roll with, block, or otherwise avoid the incoming damage. With that abstraction built into the game, even if a character is "ignoring" an attacker, they are still "protecting themselves".

    Quote:
    The point, I suppose, is to make melee DANGEROUS unless you're specifically engaged in it, which would in turn lock people in melee like it really should be. The click-n-kill system that transforms melee combat from a lockdown duel into a battle resembling an artillery duel between two battleships, only they're smaller and 5 feet apart. Trading blows is NOT melee combat, and as long as that's all we have for melee, then we will never be rid of tauntbot tanks.
    Trading blows is all the game mechanics will support for melee combat as long as characters' skill at defense is abstracted into level-based hit points.

    On a related note, consider that virtually all RPGs, MMO and paper, have missile weapons disappearing if they miss their target, or allow you to shoot past your 8-foot-tall teammate to hit the 5-foot-tall target on the other side of him. Unfortunately, it doesn't work that way in real life. Shoot an arrow at a man-at-arms 150 yards away charging at you, and if the arrow misses, it will land somewhere around him. Shoot an arrow at a man-at-arms 40 feet away that your teammate is exchanging sword blows with, and if the arrow misses, you may very well perforate your teammate. Or they may shift and interpose themselves between you and your target, getting an arrow in the back for their trouble if you can't stop yourself before you loose.
  3. Quote:
    Originally Posted by TheOcho View Post
    Objective Feedback: Objective feedback is based upon what you as a user see or experience that other users may also see and experience. This feedback usually can be replicated easily as it involves facts and unbiased opinions. Example: On the villain skin links are unreadable because of the color.
    I've only opened up two threads, and already I badly miss the 'all' option to load all the posts in a thread at once so I can scan up and down through a multi-page thread that is new since the last time I read the boards and not have to keep doing 'back' and 'forward'.
  4. [ QUOTE ]
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    not yet, maybe in a future passes, but pools, epics and patrons are not going to be in i16. check sm's posts, it was his second to last one in this thread, apparently this is from posi's mouth.

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    They will not be in I16 at release. They intend to extend customization to these powers as well, but they want to get the base powerset customization out to the players first.

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    Is it? I have not heard a statement that EATs and VEATs will be getting the customization bling-out in the future, just not at i16.

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    The intention is to extend customization to all powers with a colorizable effect; however, priority is going to the non-epic powersets, particularly the ones not already affected by Weapon Customization (i.e., Energy Blast gets a higher priority than Assault Rifle); all the non-epic, non-pool powersets is expected to be completed by I16 launch, with EAT, VEAT, and pool powers to come later.
  5. srmalloy

    Dumb Moments...

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    Then again, I got my monkey badge back before the change... so many monkeys... so many monkeys...

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    To be fair, this was also the period when they a) didn't have their psi blast, and b) could be herded up and defeated 50 or more at a time by an SS/Inv Tanker.
  6. [ QUOTE ]
    not yet, maybe in a future passes, but pools, epics and patrons are not going to be in i16. check sm's posts, it was his second to last one in this thread, apparently this is from posi's mouth.

    [/ QUOTE ]
    They will not be in I16 at release. They intend to extend customization to these powers as well, but they want to get the base powerset customization out to the players first.
  7. [ QUOTE ]
    On a somewhat unrelated note, I just want to take a second to thank you guys for being so positive and excited about this feature that's consumed so much of my life for so long. It's been a very long haul and tremendous amount of work from many people on the team. Your excitement about this feature is making it so much easier for me to continue to be excited about it, and that's making it a lot nicer to get through the final stretches of finishing this issue up and into your hands. I can't speak for the other people who've done a tremendous amount of work on this feature as well, but for me personally...it's a huge deal.

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    Rather than wait for Positron to get back from the con and pass it on, I'll do it directly. Thank you and everyone on your team for the amount of work that you've put into this.

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    So thanks for staying positive and constructive, it makes reading the forums so much easier and working on this game so much more rewarding.

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    Aside from things that fall under the "It's not finished; they're still working on getting all the powersets done" category, about the only thing I can see that would make color customization easier is a second 'use same colors' button on the powers screen; the button that's there spreads the current colors across both the character's primary and secondary powerset. While it may work for some characters to have both the primary and secondary powersets use the same colors, for powersets that are thematically distinct or work from separate palettes (i.e., Stone Armor and Fire Melee), the existing 'use same colors across all powers' button doesn't work well; a 'use same colors across all powers in powerset' button might be more useful.
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    Powers can be individually customized per costume slot, but not supergroup mode.

    [/ QUOTE ]what about temp powers like sands of mu?

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    I don't expect temporary powers to be colorable at all.
  9. [ QUOTE ]
    the interesting thing to me is that it seems to show that you can select the powers during creation, meaning that those of us who dont get into closed beta can still futz around with it, i appreciate that because my work schedual makes the time commitment required by beta testing unfeaseable and as such would not make a good beta tester. but now i will be able to at least try it out when it hits cb in a limited capacity.

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    Yes; you will be able to customize all the powers (at least, all the ones that are customizable -- Granite Armor, since it replaces the character mesh completely like the halloween costumes, is not customizable, and powers that are already customized through weapon customization like Archery and Assault Rifle -- Flamethrower, Ignite, Blazing Arrow, and Explosive Arrow -- are queued behind powersets that didn't have any customization at all) in a powerset at character creation, not just when the character acquires each power.
  10. [ QUOTE ]
    I interpreted "off-color customization" more literally, i.e. the ability to turn it off and see all original colors in their "default" settings, at least as they appear on other players, if not on oneself.

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    That is something that is being considered, probably as a configuration toggle.
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    Dang it. Am I seeing that the Hero Invulnerability only had the Bright Invulnerability as its option?

    I wish the system were more open.

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    There was a Dark Invulnerability shown, here: http://img36.imageshack.us/i/dsc0020tyf.jpg/

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    And remember, this is still under development -- Energy Blast has Bright Energy Blast and Dark Energy Blast designed, but Fire Control only has Bright Fire at the moment; they haven't finished Dark Fire.
  12. Okay. I need to pull pictures out of my camera and edit them for size. I spent some time going over more of the powersets, and asked some more questions. According to Positron, regular, patron, and ancillary pools will not be customizable at the launch of I16, although they plan on extending the feature to those powers in a later update.

    Not all the powersets have customization, and not all powers in some powersets are customizable. I don't know how much of this is an artifact of the fact that this is still an incomplete product and how much is a decision about the aspects of the power. Mastermind primaries, for example, do not show up as customizable, nor do Assault Rifle and Archery. Stone Armor does not show Granite Armor as being customizable; since this is a replacement of the character model in the same manner as the Halloween costumes and the various giveaway costume permatemp powers, it may not be customizable at all. However, don't assume that, because it can't be colorized in the demos NCSoft had at Comic-Con, any particular power or powerset won't be customizable when I16 goes live; this is still very much a work in progress.

    There is some bad news and some good news. The bad news is that you will not be able to, with the current palette, make saturated-color ice armor. The good news is that you don't have to worry about someone zipping past and randomly buffing you with piss-yellow ice armor.

    Different powersets have different palettes available to them. The various blasts and zaps and other 'energy-like' powersets have 'Bright' and 'Dark' palettes -- Bright Fire/Dark Fire, Bright Radiation/Dark Radiation, etc. Other powersets have a single palette, described as 'Color Tintable' -- Ice Armor, for example, gives you a palette that will allow you to tint the ice, but it will still obviously be ice; it may be tinged with purple, or green, or yellow, but it's not going to vary a lot in color. Stone Armor has a palette of earth tones -- browns, grays, greens -- that are all relatively dull (including for Crystals and Brimstone armor; dull grayish-green crystals look a little lame; I hope that they give this power a 'Bright' palette). Some of the powersets, particularly Ice Melee and Fire Melee, have a bit of 'weapon customization' built into them -- you can, for example, use the default animation and colors for Fire Sword Circle, make it tintable as Fire Scimitar, or as Greater Fire Sword -- where the power still animates as Fire Sword Circle, but uses the 'weapon' from Greater Fire Sword (which is also tintable).

    I have resized all the screenshots I took to 25% of their raw size (they're all 968x648 now) and uploaded them to Imageshack; you can see them all in this gallery. I tried to get a selection of different powers to show the different colorization palettes and how the powers look when tinted. Unfortunately, some of the powers do not show up well against the standard backgrounds.
  13. [ QUOTE ]
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    The powerset has a color choice box -- 'Default', 'Custom', 'Bright [power]', and 'Dark [power]' (i.e., 'Bright Fire' and 'Dark Fire'). When you pick 'Bright', you get additive color changes -- the colors you pick brighten the power (i.e., the standard Energy Blast colors are 'Bright'), and when you pick 'Dark', you get subtractive color changes -- the colors you pick darken the power (i.e., the standard Pain Domination is 'Dark').

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    Could you expand on this a bit? Maybe because it's because I'm tired, but I don't fully understand what this means.

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    Let's see. You see things in particular colors because the objects selectively absorb and reflect light of different colors. Leaves are green because they absorb red and blue light, reflecting the green light; a white object reflects all the light that hits it equally.

    There are two color systems -- additive and subtractive. Additive color is the way light works, and its primary colors are red, green, and blue. If you have a white object and you shine a red light on it, it looks red, because even though it reflects all colors, it only has red light to reflect. If you shine a green light on it as well, it looks yellow, because that's the color of a combination of red and green light as your eyes see it.

    Subtractive color is the way paints and dyes work; in subtractive color systems, the primary colors are cyan, magenta, and yellow (notice that these colors plus black are the ink colors in a color printer -- the CMYK system), more inaccurately described as red, yellow, and blue. Each color absorbs all the colors but the one it reflects, so to get green, you mix cyan and yellow.

    The additive colors are like shining a colored light onto a white-colored power effect -- if all you shine on the power is a fully-saturated blue, it will never get darker than a fully-saturated blue; if you reduce the intensity of the blue by adding other colors, the light gets whiter and the blue power gets paler, turning back to white. The subtractive colors are like drawing over the white-colored power effect with a marker -- if you use a fully-saturated blue, it will never get lighter; you reduce the intensity of the blue by adding other colors, which makes it darker, making the power effect darker overall, so the color fades toward black.

    Or you can just think of it as a double-wide color palette where the "Bright" colors take you from saturated color toward white, and the "Dark" colors take you from saturated color towards black, but there wasn't enough room on the screen to fit both, so you have to pick one or the other, with both the primary and secondary colors having to be from the same set.

    I'll have to see about dragging my digital camera to the con and getting some screen shots of the difference.
  14. [ QUOTE ]
    Am I correct in saying that picking a Bright [power] with Black will make the effects almost completely transparent, and that picking Dark [power] with White will do the same as well?

    Would a Bright [Invulnerability] with White make the Invulnerability you see today for Heroes? Would a Dark [Invulnerability] with Black make the Invulnerability that Villains have?

    I almost forgot to add:

    A big THANK YOU for posting the info to us. Seriously, I mean it. Thanks a bunches!

    [/ QUOTE ]
    Ahh. I knew I left something out. The Bright color grid doesn't have black as a color choice; the Dark color grid does. Bruce Harlick said that black didn't work well as an additive color choice. The way the grids are laid out, the Bright color set takes each color from full-saturated color through a very pale tint of that color plus the two colors on the extreme right of the costume color grid, while the Dark colors have the shades that are down on the left edge of the color grid. So for Red in the Bright palette, you can go from white to a saturated red, while in the Dark palette, you can go from a dark red to an almost-black red shade.

    You have it right; picking 'Bright Invulnerability' would give you color choices that would create effects like the blueside Invulnerability, and picking 'Dark Invulnerability would give you color choices that would create effects like the redside Invulnerability. But you can pick which colors you use either for the entire powerset, or power-by-power, so you can dial back your Invulnerability Tankers so they don't look like Rainbow Brite on Superadine.

    Also, Bruce Harlick said that it was BAB who has been the driving force behind this, and the work on color customization has been going on since about the time NCSoft NorCal was formed; it's not something that was put together in a few months; the artwork changes and programming has been going on for some time. Make sure you thank BAB for spearheading this and keeping it going.
  15. Having had a chance to look at the (still under development) I16 changes at the NCSoft booth at the San Diego Comic-Con, I am looking forward even more eagerly to its release. What they are showing is the character-creation part of I16 -- it doesn't have any game connectivity.

    The character design process looks exactly the same as it was, with two exceptions. After your costume design, the 'Next' button takes you to the Powers screen, where you can alter the colors of your powers. In addition, across the top of the screen are text labels for the segments of character creation -- Archetype, Origin, Primary, Secondary, Body Type, Costume, Powers, Name; clicking on one takes you to that section without losing progress, so you can jump around through character creation in any order.

    The powers section has drop-down sections for Primary and Secondary powers -- I didn't see an entry for Epic or Patron powers, or for pool powers, and I'm going to have to ask them about that tomorrow -- similar to the Upper Body / Lower Body / Head sections for the costume creator. These open up into a list of all the powers for that powerset. The powerset has a color choice box -- 'Default', 'Custom', 'Bright [power]', and 'Dark [power]' (i.e., 'Bright Fire' and 'Dark Fire'). When you pick 'Bright', you get additive color changes -- the colors you pick brighten the power (i.e., the standard Energy Blast colors are 'Bright'), and when you pick 'Dark', you get subtractive color changes -- the colors you pick darken the power (i.e., the standard Pain Domination is 'Dark'). You have an "Apply colors over entire character' button that works for powers the same way the similar button does for costumes, and each power has the same options individually (except 'Custom', which appears for the powerset when you set colors individually for the powers).

    Power customization will not be available for the MA when I16 goes live; they are still looking at the problem of the additional space that it would take up reducing what you can build due to the size limitation of an arc.

    In the process of rebuilding the way powers are colored, they have managed to address one of the problems that was described as a major stumbling block -- with a very few exceptions, the customized power colors change, not only the color of the power as your character uses it, but the effect of the power on the target. If you change your Fire Control powers to blue or green, for example, the Fire Cages around mobs will be blue or green just like the animation visuals around your character. When you pick a specific power in the Powers section of the character creator, your character will continually repeat the animation for that power, showing both the character animation and the power effect (i.e., the Fire Imps power summons imps, etc.); the colors selection grid normally obscures a lot of this, but it can be rolled up out of the way for a better view. The powers that don't completely change colors are all ones that have 'fixed' visuals -- Smoke will animate with the colors you pick for the power, but the cloud of smoke around your target will still be black. I need to go back tomorrow and see how many powers are like this; I need to find out how many of the summoning powers (i.e., Controller and Mastermind powers) have customization, and to what degree.
  16. [ QUOTE ]
    I personally HATE Port Oaks with the entirety of my being. I loathe and despise it. Hatred can be DEFINED and ascend to a high plane of meaning through my feelings towards Port Oaks. Port Oaks needs to be chopped into hundreds of chunky, pulpy red smears, set on fire and then scattered to the winds with a fragmentation grenade. Port Oaks needs to go and kindly DIE IN A FIRE. Port Oaks needs to crash and burn. Hate. Hate. Hate. Allow me to tell you how much I have come to Hate Port Oaks since I came into being. I have 3,567 miles worth of paper cut into the word "Hate." If the word "Hate" was further engraved into every nanoamstrong of those 3,567 miles, it would still not equal one trillionth of the Hate I feel for Port Oaks. Hate. Hate. Hate. There should be entire religions devoted to despising the vacuous waste of space that is Port Oaks. It is something where there should be nothing. It needs to be wiped off the face of the Earth, off the face of the universe. Port Oaks needs to be leveled so that not one dust molecule stands atop another. We need to blow a hole in the very fabric of reality where Port Oaks is located and erase existence itself in that one area.

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    Aww, c'mon; tell us how you really feel...

    (it had to be said)
  17. [ QUOTE ]
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    St. Martial. It looks cool, and I generally like the missions there but...

    It doesn't matter where you're standing. Your mission will be as far from you as possible. I have way too much travel time logged in that zone.

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    Mine are usually in the door that I just came out of after completing my last mission. "Oh look! Someone moved back into the building. In the past 20 seconds."

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    It's not just St. Martial; I still remember the day when I had nine consecutive missions at the same door of a building in Sharkhead, then a sewer mission at the north end of the sludge trench, then four more missions back at the previous door. Made me wonder whether the real villains in some zones weren't the landlords, who collect a month's rent plus deposit on a building, then fink them out so that someone will be by to clear them out ASAP, letting them rent the same property again and again and again...
  18. [ QUOTE ]
    Hamidon
    Hamidon raids are present in Praetoria, but no one is sure exactly what kinds of rewards he receives for completing them. Seeing Hamidon with a cape is almost worth watching him do a raid, though.

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    Ahh, yes... "In Praetorian Paragon City, Hamidon raids you!"

    (cue the inevitable flood of variations on this meme....)
  19. [ QUOTE ]
    I'm going to make my powers that don't match, match.

    Hasten, had better be included with this, cause it's always been an eyesore IMO, to have flaming fists on my Blizzarad summoning ice master guy... or my gravity controller... lots of guys have it that theamaticly shouldn't, and i'm going to work to adjust it to match concepts if i can. (hey, dev's, if your listing to suggestions, hows about a suppress feature, for people like me who'd rather really just turn it off??? maybe an activation FX and an ending FX and no flaming fists?? Please Please??)

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    Experiment with it on Test once it goes into beta; from the way that Auras operate, anything that's black is completely transparent; for characters that I wanted to have an aura like, say, black tendrils, I needed to pick either the next gray up from black or the darkest purple/blue to get something that showed up.
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    Conceptual wise, my fire blaster is supposed to fire plasma bolts and not actual fire. I'm not entirely sure what the natural colour of plasma would be in this case though. It would be either red, green or blue.

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    Lamps that use plasma for illumination either use trace elements in the gas inside the tube to control the color of the light emitted, or use a phosphor on the inside of the tube wall to convert the emission into a desired color (fluorescent bulbs do this; the actual emission color is blue with lots of UV). The visible appearance of black-body radiation from a hot material goes from red through orange to white and then to blue -- this page has a table showing what the perceived color of a high-temperature black body will be at different temperatures.
  21. All my Rad powersets are going to turn Cerenkov-Radiation blue, not radium-glow green. Real reactors glow blue.
  22. srmalloy

    issue 16 info

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    Oh yeah, and also, did anyone else notice that they refer to choosing both color, AND theme for powers? I'm thinking an arcane rune blasting, er, blaster is possible.

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    Wonder what they mean by "theme".

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    Doh. I guess they explained it in the next sentence:


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    These themes will allow for color tinting of geometry and particle effects such as energy blast colors and force field colors.

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    That will make it easier for me to fix all my characters' improperly-colored Radiation powers. Real nuclear reactors glow blue. The popular idea of green radioactivity dates back to radium paint, which was used for clock dials and glow-in-the-dark signs in 1920s. Later, when the hazardous effects of radiation were discovered, the green glow got its new meaning.
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    PI will be the Nicest place for all you people who want to team up, you wont see SPAM. THIS IS THE BEST THING EVER.

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    Those are exactly my sentimonies.

    /sentimonies is a perfectly cromulent word

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    I don't know; it sounds macaronic to me.
  24. srmalloy

    issue 16 info

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    THe only thing I'm worried about is the one article I read that said "with power customization comes people hurling brown fireballs to resemble fecal matter..." (paraphrased). God lets hope someone doesnt make that hero "Sh!tman" or "Skidmark"....

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    Those two will be first out of the gate, as they all collide in a doorway a la the Three Stooges with Fecal-Matter Man. [sigh]

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    Please. The Brown Bomber, at least...
  25. srmalloy

    issue 16 info

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    The "extra data" would be pretty inconsequential even to a modem user running at 36K.

    I'm against turning off seeing custom colors, too. People are forced to see what color my underpants are, there's no reason to hide any other parts of my costume. Can you disable my pink assault rifle? My cape?

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    I'll all FOR being able to disable it.

    I shouldn't be able to see your hot pink blasts if I don't want to.

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    He's as blind as he can be,
    Just sees what he wants to see.
    Nowhere Man, can you see me
    At all?


    If we can't turn off seeing your baby-blue-with-flourescent-pink-and-green diaper-and-bondage-mask costume, what makes you think you'll be able to turn off seeing our custom power effect colors?