Fly Poses as part of power customization


7thCynic

 

Posted

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?


 

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Originally Posted by Grae Knight View Post
Fly poses have been in the game for a few issues. Just type "/em flypose1" - 4.
Im aware of that, but why not make them selectable via a drop down @ the tailor?


 

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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?
Because they don't yet have Pool Power customization done (which would take something like 2 1/2 times the work of the ones they already did). It likely will be a part of the next iteration of power 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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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.


 

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Originally Posted by 7thCynic View Post
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.
The animations might be done, but the infrastructure for Pool Power customization isn't done (such as, dealing with pools that may or may not be there).


Quote:
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.


@Golden Girl

City of Heroes comics and artwork

 

Posted

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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Quote:
Originally Posted by 7thCynic View Post
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.
Nope, it's not Weapons were ALREADY costume items. There's a reason the Standard Code Rant exists


Quote:
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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Originally Posted by Kitsune Knight View Post
Nope, it's not Weapons were ALREADY costume items. There's a reason the Standard Code Rant exists
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


 

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Originally Posted by 7thCynic View Post
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
Here's the thing: IT'S NOT. Weapons are costume items, while power animations are not. It's a DRASTIC difference, and is a huge chunk of the reason we DO NOT have power customization for the APPs/PPPs (in addition to the pools).

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!


Quote:
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 )


 

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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?
Because you choose power pools at 6+, not character creation.

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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.
No, that IS the issue.

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(And also, if I recall correctly, there have been excel programming references made by the devs before. :P )
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.

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.


Quote:
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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Originally Posted by Kitsune Knight View Post
Because you choose power pools at 6+, not character creation.
At this point, it just sounds like your guessing.

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Originally Posted by Kitsune Knight View Post
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.
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.

Quote:
Originally Posted by Kitsune Knight View Post
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.
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.


 

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Originally Posted by 7thCynic View Post
At this point, it just sounds like your guessing.
Or, this is what BackAlleyBrawler told us already

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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.
Calling 'VBA' 'programming' is like calling paint-by-numbers art. Technically correct, but only a childish imitation of the other. I'm very familiar with "programming" in Excel, since that's what I did during an internship at least 6 years ago... and it's nothing like C or C++. Any macros Castle wrote would have been for power balancing, nothing that'd ever end up on our systems.

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Have you? Because I would think that would apply the same for assuming its possibly harder than it is.
You're saying 'it should be easy because of X!' and I'm pointing out how X is fundamentally different, so such logic is unsound. I'm also pointing out how it was told to us that one of the major issues with pool customization would still apply to adding a customization option for the flight pool.

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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.
Except they already did


Quote:
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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Originally Posted by Kitsune Knight View Post
Except they already did
Got a link?


 

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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*


 

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Quote:
Originally Posted by 7thCynic View Post
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.
He's not Guessing. They have answered. They just haven't repeated those answers in the open forums after closed beta.

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

 

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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?

Quote:
Originally Posted by Lemur Lad View Post
Honestly though, I'd like you to look at this and tell me again how you think it would be pretty easy.
Thats a horredously bad example. Most of what he's referring to is getting to where we are now. Most of that is already done. In the FX case, there is no work left for flight poses ALSO already done.


 

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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

 

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Originally Posted by Lemur Lad View Post
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.
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.)

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).


 

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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.


Quote:
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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Originally Posted by Kitsune Knight View Post
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.
That coding is the only coding I see left, which to me, doesnt appear to be a lot of work comparitively. Now granted, i did suggest earlier that it depends on the direction they wanted to go. If the plan on tackling the pools was to support them all under a general 'power pool' umbrella, then it MAY not make sense to add one @ a time. Tho I dont think that the system needs to group them together, rather just share the same coding. That way you wont have to rewrite it later when you add more. Seems the better choice, if in fact its an option. Add as you go.

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.


 

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Quote:
Originally Posted by 7thCynic View Post
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.)...
Let me again draw upon examples from my non-game programming experiences. I've had users request changes to web screens or windows forms, and they think they are being helpful by saying I only have to use a smaller area of data to start with. For example: Worker's Comp Injury Reports are grouped into U.S. State Jurisdictions, so even though there are difference between the States, the same code basically handles them all.

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.


 

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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.