Taking power customization to a new level
I dunno about the light-on-fire effect, since a lot of existing fire attacks use that to represent the damage-over-time effect that is the signature secondary effect of most Fire attacks.
And why should I wait til higher levels to shoot three skulls? I should be able to do it at level 1!
Be aware that power customisation is meant to explicity have no effect whatsoever on the mechanical effects of powers, such as damage or knockback.
I think that's the opposite of the suggestion. He's saying that if you've made significant mechanical changes to the power (ex: 3-slotted damage), the animation should change.
http://www.fimfiction.net/story/36641/My-Little-Exalt
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I would be okay with slight alterations to a power's appearance as you enhance it.
I double the power of an attack, perhaps it should FEEL more powerful. Maybe the orange damage numbers should be a larger font or the power could be physically larger, shake the screen slightly or cause knockback/knockdown at the highest levels. Most importantly, the power itself should look different. Example: Gloom from dark blast is a flying skull. At higher powers, maybe it should be two or three skulls that spin around each other. Another way of making this work is to not change the power, but change the way it affects the enemy. For example, if I hit an enemy with a fire blast attack that takes more than half of their life away, perhaps they should actually light on fire (have a fire aura effect) for a few seconds. If it kills (I mean arrests) them, perhaps they should blacken a bit and smolder for a few seconds. Anyway, that's the thrust of it. What does everyone think? |
I would not be so okay with larger font and screen shake. I get enough lag on large teams as it is, I'd rather not get more because someone enhanced the hell out of Blaze and it has 4 foot tall numbers and makes the screen shake every time they fire it.
Adding knockback/knockdown is right out because that would be changing the functionality of the power, which the devs said at one point wasn't going to happen outside of effects you can add with IOs.
Decent idea, but there are problems with some facets of it.
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Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
Origin-themed animations would be nice.
"Samual_Tow - Be disappointed all you want, people. You just don't appreciate the miracles that are taking place here."
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What I'm suggesting is not that power customization affect the display, but the reverse. If you slot more damage, it should FEEL more damaging.
I dunno about the light-on-fire effect, since a lot of existing fire attacks use that to represent the damage-over-time effect that is the signature secondary effect of most Fire attacks.
And why should I wait til higher levels to shoot three skulls? I should be able to do it at level 1! Be aware that power customisation is meant to explicity have no effect whatsoever on the mechanical effects of powers, such as damage or knockback. |
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What if the effect was only on your screen?
I would be okay with slight alterations to a power's appearance as you enhance it.
I would not be so okay with larger font and screen shake. I get enough lag on large teams as it is, I'd rather not get more because someone enhanced the hell out of Blaze and it has 4 foot tall numbers and makes the screen shake every time they fire it. Adding knockback/knockdown is right out because that would be changing the functionality of the power, which the devs said at one point wasn't going to happen outside of effects you can add with IOs. Decent idea, but there are problems with some facets of it. |
Which brings to mind another way this could be done. Perhaps we could at least pick from a few different animation choices? If they were functionally the same, it wouldn't be as fun, but at least I could choose the way it looked.
Why should we limit options to a certain origin or slotting combination?
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I am not really for any changes to how the powers look based only on the enhancements. However, having seen the progress made by the devs in terms of changing the animations for certain sets, if they had a bunch of people working on it (and it'd take a LONG while I would think) I'd love to see choices based ON origin, but not TIED to it.
Why should we limit options to a certain origin or slotting combination?
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So, right now, for any given blaster set there will be "light" and "dark" and "default" versions of some. Some melee sets get slightly different animations (and some quite different). If they created "sets" of stylized animations based on origin, you wouldn't have to choose them ALL, or be restricted to one origin.
Say your Magical origin AR blaster finds a wand (in an rp session or whatnot), they may eventually manufacture some animations with a wand in hand, rather than just "from the fingers". But then later, the same character might want to learn how to use that fancy thing called a "sniper rifle". Or the reverse, whichever. I'm tired.
Essentially a huge run of different origin-style animations for powersets which could benefit from them. Mostly I suspect it'd be ranged, because hitting things is pretty much all in what your character is doing, not what they're holding or what's being shot out from their hands.
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Repurposed
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Of course having a choice would be better. Origin themed animations are an interesting idea though I still like the idea of being able to see and feel a power's strength. Sort of how in the early days of Magic the Gathering (the card game), the most rare and powerful cards had the best and most intricate artwork (not always, but usually).
I am not really for any changes to how the powers look based only on the enhancements. However, having seen the progress made by the devs in terms of changing the animations for certain sets, if they had a bunch of people working on it (and it'd take a LONG while I would think) I'd love to see choices based ON origin, but not TIED to it.
So, right now, for any given blaster set there will be "light" and "dark" and "default" versions of some. Some melee sets get slightly different animations (and some quite different). If they created "sets" of stylized animations based on origin, you wouldn't have to choose them ALL, or be restricted to one origin. Say your Magical origin AR blaster finds a wand (in an rp session or whatnot), they may eventually manufacture some animations with a wand in hand, rather than just "from the fingers". But then later, the same character might want to learn how to use that fancy thing called a "sniper rifle". Or the reverse, whichever. I'm tired. Essentially a huge run of different origin-style animations for powersets which could benefit from them. Mostly I suspect it'd be ranged, because hitting things is pretty much all in what your character is doing, not what they're holding or what's being shot out from their hands. |
I just think that it would be cool if I took my level 50 Dark Defender to Atlas and compared my Dark Blast with that of a level 1, mine looked more powerful. Maybe we could add splash damage to them or something. I know that would change the mechanics, but I, for one, am not against that.
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Maybe they'll put it in Dark Blast as a tier 3 blast when it gets proliferated to blasters, instead of Dark Pit or something.
Ghost pirates get a power with this animation. I want it so bad |
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Why should we limit options to a certain origin or slotting combination?
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No limitation, all optional since what we have now is not limited to origin.
"Samual_Tow - Be disappointed all you want, people. You just don't appreciate the miracles that are taking place here."
Which is fine... I guess. But my point is to have some kind of modulate of the powers within your set. Similar to color variation, I want power varation. It seems like a neat idea anyway.
I can't say how stoked I am that we can finally color our powers and I just read the news announcement of how long it took them to put it together and the amount of effort it took and I want to say how very grateful I am that they took the trouble.
But since we're talking about pulling things off the "backburner" and bringing them forth, how about this idea:
I double the power of an attack, perhaps it should FEEL more powerful. Maybe the orange damage numbers should be a larger font or the power could be physically larger, shake the screen slightly or cause knockback/knockdown at the highest levels. Most importantly, the power itself should look different.
Example: Gloom from dark blast is a flying skull. At higher powers, maybe it should be two or three skulls that spin around each other.
Another way of making this work is to not change the power, but change the way it affects the enemy. For example, if I hit an enemy with a fire blast attack that takes more than half of their life away, perhaps they should actually light on fire (have a fire aura effect) for a few seconds. If it kills (I mean arrests) them, perhaps they should blacken a bit and smolder for a few seconds.
Anyway, that's the thrust of it. What does everyone think?