Fly Poses as part of power customization
Fly poses have been in the game for a few issues. Just type "/em flypose1" - 4.
Paragonian Knights
Justice Company
I dunno if this has been brought up anywhere, but why werent the fly poses part of i16? I understand that the OTHER travel powers may not have options yet, but these poses are done. Should have been simple enuff, no? |
Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!
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Understood. But why would ALL of Pool Power customization have to be done just to release the parts that are already done (flight poses)? You could always just add other poses (see my examples above) when the next wave of customization is done.
Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!
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I'm pretty sure there'll be alternative animations for the other travel powers too.
And I also think that travel powers might be the next ones ot get PC, as there are only 4 pools to work on.
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I guess it would depend on how hard it would be to program, OR, the angle they were going with. It just seems like it would be easy enuff to open up a FLIGHT category (in the Power Customization screen), when someone has opened that pool - similar to how WEAPON opens up for an AT that accepts weapons customization.
I guess it would depend on how hard it would be to program, OR, the angle they were going with. It just seems like it would be easy enuff to open up a FLIGHT category (in the Power Customization screen), when someone has opened that pool - similar to how WEAPON opens up for an AT that accepts weapons customization.
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Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!
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Nope, it's not Weapons were ALREADY costume items. There's a reason the Standard Code Rant exists
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Flight poses were also ALREADY done. They're in game now. And auto switching into one is nuthing a macro couldnt do. Tho the programming Im refering to is a FLIGHT POOL drop down @ the tailor. Wouldnt it be easy enuff - think unlocking capes/back detail - for the drop down in the customization screen to trigger once someone has opened that pool? (Then just throw in the pre-existing flight poses there for now). Sure we're talking weapons vs powers, but it shouldnt be that different. Seems like basic EXCEL code. :P
I think you misunderstand.
Flight poses were also ALREADY done. They're in game now. And auto switching into one is nuthing a macro couldnt do. Tho the programming Im refering to is a FLIGHT POOL drop down @ the tailor. Wouldnt it be easy enuff - think unlocking capes/back detail - for the drop down in the customization screen to trigger once someone has opened that pool? (Then just throw in the pre-existing flight poses there for now). Sure we're talking weapons vs powers, but it shouldnt be that different. Seems like basic EXCEL code. :P |
All the pools (including APP and PPP), require extra code that the primaries and secondaries don't, which is something they still have to implement because it takes time. CoX isn't a trivial 2 page excel spread sheet, this is tens of thousands, if not hundreds of thousands, of lines of code in low level programming languages, as well as a variety of other languages!
Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!
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I guess Im not following the difference between the regular powersets and pool sets (not APP/PPP). Why would they involve that much more work? And even if there IS alot of work CUSTOMIZING said power pools, why would adding the code to the customization screen be any different?
You want to over emphasize the difference between powers and weapons. Ok fine. But lets consider that the AT sets code should work similarly:
-If character has ice armor, add ice armor dropdowns.
-If character has flight, add flight dropdowns.
The only real difference with pools should be that theyre 'unlocked' later, but that really shouldnt be that big of an issue as you suggest.
(And also, if I recall correctly, there have been excel programming references made by the devs before. :P )
I guess Im not following the difference between the regular powersets and pool sets (not APP/PPP). Why would they involve that much more work? And even if there IS alot of work CUSTOMIZING said power pools, why would adding the code to the customization screen be any different? |
The only real difference with pools should be that theyre 'unlocked' later, but that really shouldnt be that big of an issue as you suggest. |
(And also, if I recall correctly, there have been excel programming references made by the devs before. :P ) |
Never assume that something should be easy in software development if you haven't seen the project's code base, it's just a bad idea.
Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!
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Because you choose power pools at 6+, not character creation.
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Castle has the power numbers stored in an excel spreadsheet. Castle does NOT program. Excel is not used for programming, just as a dumb database, which is then converted into the ACTUAL data (not code!) files with the power numbers. So again, no, excel does not enter the equation.
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Never assume that something should be easy in software development if you haven't seen the project's code base, it's just a bad idea.
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Anyway, I guess these are questions only Back Alley Brawler, or maybe Castle, can answer for us. i thank you for your time tho.
They WERE refering to programming in the the example I was citing, not spreadsheets. This is where i am SURE i have lost you. When I was hoping to 'recall correctly', I was being modest. I was sure of what I read. Perhaps you underestimate the power of Excel. |
Have you? Because I would think that would apply the same for assuming its possibly harder than it is. |
Anyway, I guess these are questions only Back Alley Brawler, or maybe Castle, can answer for us. i thank you for your time tho. |
Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!
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I do recall reading the Devs saying that the pools were a good bit more work than the standard powersets. Why that is? Who know? I suspect it has alot to do with the Pool Powers not being 'locked' to your Character at creation, becaused I don't see the basic hooking of animations and/or colors to specific pool powers to be inherently more difficult than for the basic powers. Could be, but I'm sure it's the fluid nature of the pools that's it.
How are they going to do it? One way would be to give each Character Editable access to all Potential Pool Powers they *could* get at creation time. That's only about 5 times the data you have to hook to each character haha. Or (most likely) you'll only be able to edit a pool upon first selecting it (and then after), and that will require extra tables/files keeping up with which pools you've selected.
When they say it's alot of work, I believe them...
I'm a non-gaming programmer, and I get amused or irritated (depending on my mood) every time a user thinks the 'behind code' is easy simply because they see only a couple of controls on an interface. I can't imagine what gaming code must be like *shivers*
At this point, it just sounds like your guessing.
Anyway, I guess these are questions only Back Alley Brawler, or maybe Castle, can answer for us. i thank you for your time tho. |
Honestly though, I'd like you to look at this and tell me again how you think it would be pretty easy.
"Null is as much an argument "for removing the cottage rule" as the moon being round is for buying tennis shoes." -Memphis Bill
Socorro, thnx for your input.
Are you suggesting that because the powers arent locked to you (ie you can respec out) that it may prove to be a problem? Thats an interesting angle. Im not sure how that would affect things. I would think that rather than have to tackle ALL the powers someone could get (which WOULD be 5x the work - and would have to be done eventually I suppose), why not just write in FLIGHT?
Honestly though, I'd like you to look at this and tell me again how you think it would be pretty easy.
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But there IS remaining work in updating the editor to display pools you've picked. There IS remaining work to provide scripts for the other power pools. There IS work left to do to get the poses to display correctly in the editor.
It is more work then just adding a field or two in a spreadsheet and copy pasting.
Besides, the chances of them doing all that groundwork for Flight and not doing the work needed for the other pools, is slim.
No one is arguing that applying existing scripts/emotes to the next round of Power Customization would be cool. However it's disingenuous of you to try and minimize the amount of work it would take, and trying to convince people that half-measures are the way to go.
Short version: be patient for the next round, and don't make assumptions about how easy things would be.
"Null is as much an argument "for removing the cottage rule" as the moon being round is for buying tennis shoes." -Memphis Bill
But there IS remaining work in updating the editor to display pools you've picked. There IS remaining work to provide scripts for the other power pools. There IS work left to do to get the poses to display correctly in the editor.
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Its as if you are just 'defending' the devs with guesses/assumptions for something that isnt an attack in the first place.
Now regardless of how easy/difficult it'd be to add the FLIGHT poses ONLY, would they - I guess not, but all Im saying is that it seems silly not too IF infact its easy(ier).
Animations and FX are only one piece of the puzzle, there's also all the coding that has to go on to add support for the pools (and adding a hack to only support one pool then rewriting it will only slow everything down, and double the stabilization period). If they'd decided to also add the Flight pool, we may not have had Issue 16 for another 2 months... and then we'd have all the people complaining about how it's unfair that ONE pool power gets to be customized (when it already had some options already!) while none of the others do.
Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!
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Animations and FX are only one piece of the puzzle, there's also all the coding that has to go on to add support for the pools (and adding a hack to only support one pool then rewriting it will only slow everything down, and double the stabilization period). If they'd decided to also add the Flight pool, we may not have had Issue 16 for another 2 months... and then we'd have all the people complaining about how it's unfair that ONE pool power gets to be customized (when it already had some options already!) while none of the others do.
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But I DEFINITELY AGREE that there would be TONS of whiners abt Flight getting some love, but not the others. that may be the REAL reason we havent seen it yet.
I suppose the issue Im having is the INSISTENCE that Im refering to multi pools. Its as if youre disregarding what i said altogether. Sure, working on ALL the pools will certainly take time, especially if they dont actually have alternate animations or colors (and colors is mad work). BUT since Im ONLY refering to flight, which HAS the animations done (and NO colors) - IF they go that angle (and release only FLIGHT poses for now) - I dont think it will be as much work as you suggest. (Which is a redundant statement considering.)...
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A User may suggest that I only do the changes 'for Georgia first, instead of all 50 States' - that way it won't require as much work for me to get going. What they don't realize is I can't just single out one State and leave as is the other 49 - it sorta all of them or none of them. To do the code differently for one State would actaully be *more* work, because I'd have a set of code for One and a different set for the other 49. The way the base code it; it's All of them or None of them.
I'm suggesting that Power Pools are similiar. You can't just pick one (ie. Flight) and say 'do just that one'. That may take the same amount of work as doing them all, and likely more work, since you now have to separate strands of code: one to handle the Flight Pool and another to handle all the other Pools.
I don't know if the difficulty for Pool Coding is in any way similiar to what I've described: this is just a possible scenario to explain how the behind code can be bound together in complex ways that the interface keeps hidden from you.
A quick temp toggle in the options would be quite enough for me for the flypose until they get it done properly. Wouldn't be hard to do since the animations are already there.
I dunno if this has been brought up anywhere, but why werent the fly poses part of i16? I understand that the OTHER travel powers may not have options yet, but these poses are done. Should have been simple enuff, no?
Also, i think this is a great opportunity for the devs to add some of the other types of flight (like those included in that OTHER superhero game), such as ice slide, fire, the Magneto style hover, or Sue Storms bubble/platform. Flight can = lots of fun customizations. Not so much the other travel powers...at least i dont think.
Can u guys come up with some other options?