Release Notes for 1600.20091102.0 - 11/04/09


Alef_infinity

 

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This Walk power should offer a small recovery and regen boost when active. Make it a kinda Rest lite.


 

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Originally Posted by BackAlleyBrawler View Post
Lemme just jot that down on my list of things to animate.

...better...mouse...functionality...for...Macs...

I'll get right on that, as soon as I'm done animating these bug fixes for TF/SF levels.
It's just been confirmed, TF/SF bugs as well as Mac bugs are animation-related.

The Devs have tried to keep this a secret for too long! You better get on top of these bugs, BABs.


 

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BaBs, and indeed to all the dev-team (just 'cause you're awesome): Cheersly much! It's a minor thing, but very welcome among us roleplayers.


 

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Originally Posted by Red Valkyrja View Post
Ad it's odd that Walk is the only one that will actually turn your character around so that they face you when you walk 'backwards'. Although slowed down even further make it even more visually hypnotizing.
I noticed that moving backwards (which includes flying backwards, too) is inexplicably slower than all the other run speeds, which I really wish would be abolished altogether. As well, I would really love to have the ability to replace my strafe and backpedal animations with the forward running animation just switching directions like Walk does. I've always wanted to have that functionality and I think it would look a lot better. We already have Free Camera Movement. Can't we have something like that for free direction movement? Kheldian Dwarves already move like that.

*edit*
And because I forgot to say it: THANK YOU THANK YOU THANK YOU!!! I love it! I don't know how to describe this, but I've not been this excited over an addition to the game in a very long while. I know it might be minor, but it's the small things that make the game, and this is a lovely, lovely addition. I can deal with the limitations. I just love my ability to walk now


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Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

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Originally Posted by BackAlleyBrawler View Post
As stated in the patch note, this toggle is not intended to be used in combat. It's mainly there for people to RP in safe areas...Atlas Park, Pocket D, etc. It can certainly be used outside of those areas, but there's only a certain level of functionality that we're going to be able to accomodate for now.

Eventually, I'd like to create walk animations for the various combat modes...but that's a significant chunk of work and I don't know if we'll ever be able to get to it. If we can, then Walk could be made into a regular travel mode power...one which could work with combat as well. Which would make the issue of toggle deactivation/suppression moot.
Could you at least enable costume powers whilst it's active for now?


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Any chance of getting the hip-sway turned down on female models? It looks painful. What's wrong with making them walk normally?


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Originally Posted by Madcat_88_NA View Post
Any chance of getting the hip-sway turned down on female models? It looks painful. What's wrong with making them walk normally?
Probably not.
  • Now that they have a working version, I expect going back and re-animating it all would be way down the priority list.
  • It actually IS normal . . . physically accurate . . . IF the walker is wearing tall heels.
  • from the several threads on this topic so far, almost everyone... male and female, has expressed approval of the female walk.
What you may be experiencing . . . might be because you are viewing the walk on a very short character.
Some people have commented on that difference.
The sway does seem more extreme on smaller bodies.
This is because matching the walk to realistic movement per footstep to the same speed per hour, requires more steps, or faster steps, or bigger steps, when the legs are shorter.
  • If you wanted to drop the 3.09 mph speed that everyone has now, for shorter characters, then the larger sway could probably be solved.
  • But I think most would not prefer to walk slower just because they are shorter.
  • And I expect it would probably be more trouble than it is worth to code the lower mph for shorter people, for a simple but fun fluff power.


 

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About the mouse bug: those of us with a Support ticket out for this issue just got an email telling us a change would be published to the test server sometime today and asking us to try it out to see if the problem was fixed for us. So it's not like they've been doing nothing on this problem. And as BAB pointed out, they have different people working on different things.

I can understand the impatience--this bug is extremely annoying. But from what I've heard, it's been a difficult bug to fix.


 

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Originally Posted by BackAlleyBrawler View Post
I had the same issue with BABs. Something was causing me to cap out at 1.4...we're not sure what the culprit is right now, but we're aware that something is inconsistent with the way Walk currently works.
As far as I have seen, almost all my alts do the 3.09 mph walk.

But RoseRoxx, my 50 tanker does 1.75 mph.

But I guess that was to be expected . . .
She IS a Stone tanker.



ETA: Hmm. went back to look. Rose IS one of my alts that is more heavily IO set slotted.
and being a Stone tank, I specifically went for several of the IO bonuses that give "Improved Run Speed". Could these IO bonuses be working in reverse, or being subtracted, during Walk?

I suppose I better /bug that.


.


 

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Originally Posted by Madcat_88_NA View Post
Any chance of getting the hip-sway turned down on female models? It looks painful. What's wrong with making them walk normally?
I definitely agree with this. It's such an exaggerated catwalk/music video/ladies of the night sway. On female characters wearing stilettos, I still find it a bit silly. On my punk cyborg in flat boots, or my barefooted insectoid character it just looks ludicrous.

I have a slightly similar issue with the huge walk -- it has a lot of attitude baked into the animation, so it's only applicable to a subsection of characters' personalities.

The male walk is pretty darn nifty, though. It's nice and neutral, just walking.


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Originally Posted by Samuel_Tow View Post
As well, I would really love to have the ability to replace my strafe and backpedal animations with the forward running animation just switching directions like Walk does. I've always wanted to have that functionality and I think it would look a lot better.
I think the current backpedal animation is much better. I can move backwards while attacking and my character stays facing that way; I don't want to be turning around to walk-turning around to attack in a loop.


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Originally Posted by Grouchybeast View Post
I definitely agree with this. It's such an exaggerated catwalk/music video/ladies of the night sway. On female characters wearing stilettos, I still find it a bit silly. On my punk cyborg in flat boots, or my barefooted insectoid character it just looks ludicrous.
...
So
While I still think it unlikely that an effort will be made to change it,
that is one more in the disapproval column then.


 

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Originally Posted by Dispari View Post
This has worked for me several times without fail:

* Log into BS/Shield Scrapper (female)
* Toggle on Deflection, Battle Agility
* Toggle on Hover
* Move around; laugh at seizures character is having
* Press Whirling Sword; wonder why character is using spin emote with a sword
* Toggle off Hover, toggle on SJ
* Jump; seek glass of water to cure hiccups
I get the stutter any time the shield is out (for any reason) while Hovering or Flying. This occurs with the Raptor Pack temp as well. I tried both costumes with Wings and without, but only the female model. No stuttering while using the Jump Pack.


[Edit:]

Just tested SD/WM and I get the stutter while jumping using Combat Jumping and Super Jump with the shield (only) out on a male character. The stuttering occurs while the space bar is held down and also occasionally while falling. It seems to be any time in the normal jumping pose, but not when doing the walking and wind-milling animations. It even does 2 or 3 "jump" audio loops when jumping with just Sprint on. And stutters when falling in this case too. It seems to be both the left hand forward (Mace drawn) and left hand out (no weapon drawn) jumping poses.


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Originally Posted by BackAlleyBrawler View Post
Lemme just jot that down on my list of things to animate.

...better...mouse...functionality...for...Macs...

I'll get right on that, as soon as I'm done animating these bug fixes for TF/SF levels.
What if you animated some of the other devs to fix that stuff? It might just work.


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Originally Posted by Madcat_88_NA View Post
<QR>

Any chance of getting the hip-sway turned down on female models? It looks painful. What's wrong with making them walk normally?
Because this is a superhero game. This is not Average Joe and Jane's. We walk like that because we can in here, because it looks good, because we have confidence in who, what and where we are. Just as we fly, teleport, superjump or superspeed all over the place. Why we bounce bullets of our chest.


 

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I normally don't question changes made. But really what practical application does walking have? We can't use powers while walking. Why, why, why is this important? I know many players would have rather used this time for base improvements.


 

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Originally Posted by PhantomRanger View Post
I normally don't question changes made. But really what practical application does walking have? We can't use powers while walking. Why, why, why is this important? I know many players would have rather used this time for base improvements.
/e facepalm

Thank you for the Walk toggle, it's awesome.


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Originally Posted by StratoNexus View Post
/e facepalm

Thank you for the Walk toggle, it's awesome.
Why facepalm? This is actually a waste of resources that could have been used for something else. It was like someone said Hey man lets give em walk and see what happens. Can't use in combat, have to reapply all toggles, and I get the facepalm not the devs really?


 

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Originally Posted by PhantomRanger View Post
Why facepalm? This is actually a waste of resources that could have been used for something else. It was like someone said Hey man lets give em walk and see what happens. Can't use in combat, have to reapply all toggles, and I get the facepalm not the devs really?
/facepalm

BABs is the animation guy. He does not have anything to do with bases. His time is going to be spent working on animations. This is an animation change. Not a base change. Pester the base guys for changes to bases. If BABs had time to fit this in, that is not, in any way, going to interfere with any forthcoming changes to bases.


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Besides the 'walk' toggle is a frequently asked suggestion from us. The players. It so happens that BaB managed to do this inbetween his other projects. Those spare minutes where you must wait for someone to make up your mind?

So, he did not create the walk instead of some other animations. He did it while working on those animations.


 

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Originally Posted by PhantomRanger View Post
Why, why, why is this important?
It's important as it makes people happy, like the positive feedback on this topic suggests. It may not apply to everyone, but I am sure the other issues are being looked into eventually. Just be patient.

It's not a waste of resources. It would be, if most people didn't care for the new feature. But it doesn't seem to be the case.


 

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Originally Posted by GrinningSpade View Post
Because this is a superhero game. This is not Average Joe and Jane's. We walk like that because we can in here, because it looks good, because we have confidence in who, what and where we are. Just as we fly, teleport, superjump or superspeed all over the place. Why we bounce bullets of our chest.
The male character doesn't strut like he's on a catwalk - he has a nice neutral walk that says nothing about his personality. It's just a walk that anyone would do. The female walk basically has too much personality in it, and it's not a personality that fits all characters.


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Posted

Quote:
Originally Posted by BackAlleyBrawler View Post
Lemme just jot that down on my list of things to animate.

...better...mouse...functionality...for...Macs...

I'll get right on that, as soon as I'm done animating these bug fixes for TF/SF levels.
Easy solution for ya BAB's, don't game on a Mac. Mac's are for making pretty pictures on.


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Originally Posted by BackAlleyBrawler View Post
Well, I haven't been working on this game for 5 years...so I'll only accept responsibility for the inability to walk since about May of 2006. I'd like to get a buy for being the only VFX artist/animator on both CoH/CoV up until about 2 years ago as well...most of which was eaten up with power customization, training our new employees, and working on other stuff for the game.

This has taken a long time simply because it's never been deemed important enough to be actually scheduled...instead it's been put together kind of piecemeal over time.
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