Training Room - Release Notes for 1600.20091102.7T3 - 11/24/09
Story arcs:
The Golden Scepter: #9852 [Winner of American Legion's July 2011 AE Author Contest]
Let your voice be heard! Sign the petition to keep CoH alive.
SadysCHICK ALL the Badges! (I can get. 1396)
Full image by David Nakayama
Arc ID 1435: Performing without Annette
Arc ID 7206: Sadystic Tendencies
Arc ID 3864: The Chronicles of (In)FERNIA!
aww I liked the hit-the-ground-running ninja run...
Can we run on water yet? No..? Damn it!
Edit: If you guys continue to alter the run animations for Ninja Run with different weapons you might as well rename it to "Arcobatics", which I might add, would not at all be a bad thing!
Story arcs:
The Golden Scepter: #9852 [Winner of American Legion's July 2011 AE Author Contest]
Let your voice be heard! Sign the petition to keep CoH alive.
Let's not get too excited about it.. it was happening in more than just the first mission.
|
The issue is level 40 Paragon Protector Elites showing up in Crey missions targetted for 35+. It's not restricted to the Manticore TF. And specifically not restricted to the first mission of the Manticore TF. Change the spawn table for them to NOT be spawned at anything targetted at level 39 or lower and that should completely fix it.
I've already forgotten about most of you
|
If it does have to go live with Lord Winter's Realm always dumping to one specific zone, is there any chance you can set the villain exit location to Cap au Diable? For convenience of very low level characters, you can set it on the dock right by the ferry back to Port Oakes, but seriously, Mercy Island is not the transit hub that Atlas Park is; Mercy Island is a dead end. I grant that most level 25+ villains can just Ouroboros out and move on to whatever zone they wanted to return to, so it's not a deal breaker, just a matter of convenience.
(Besides, I strongly suspect that most Winter Lord spawns will be in Cap au Diable anyway, for the same reason that most of them will be in Atlas Park heroside; it's where everybody is.)
If it does have to go live with Lord Winter's Realm always dumping to one specific zone, is there any chance you can set the villain exit location to Cap au Diable? For convenience of very low level characters, you can set it on the dock right by the ferry back to Port Oakes, but seriously, Mercy Island is not the transit hub that Atlas Park is; Mercy Island is a dead end. I grant that most level 25+ villains can just Ouroboros out and move on to whatever zone they wanted to return to, so it's not a deal breaker, just a matter of convenience.
|
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
|
ACK!
I just got on the test server to check the new NR animations.
Shield: It's good. It does what it's supposed to do, and syncs fine with the "with weapon" so the switch is seamless, more or less.
Claws and Pistols: Very good for moving. I like having both hands back. It gives the appearance that the character is ready to attack. However, jumping... NO! We lost this:
Arms no longer cross when jumping either with Claws or Pistols. That's what I liked most about it. Lots and lots (and I mean lots) of people said that picture looks really cool, and I even got 3 people IN-GAME to tell me they saw the picture and said it was awesome. PLEASE, PLEASE restore the crossed-arms when jumping. It's the best part, and looks awesome! I'll be really sad if you don't.
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
|
Just leveled a Claws character to 4 to check out the new NR animations, and I agree 100% with Dispari. The Claws and Dual Pistols versions of the power need to regain the crossed-arms jumping style. Unless there was a big issue with weapons clipping into the character's body, in which case I'll begrudgingly accept the current changes. Now, I need to go test a Shield character.
Positron: "There are no bugs [in City of Heroes], just varying degrees of features."
Thing is, for the sake of safety for the lowbies, spawning at Mercy may be needed. As stated, higher level toons can easily Ouro out, plus there's connections to PO and Cap. My question is where in Mercy do people spawn? Due to the above mentioned things, people should spawn in the Mercy neighboorhood near the Black Market, port, or flyer as opposed to spawning at the starting area near the SG portal.
[B]Release Notes for 1600.20091102.7T3
|
Mercy?
That's like a kick in the jewels and a spit in the face. Why not send Heroes to Hollows while you're at it? =)
Joking aside, can we please change this to Cap?
Speeding Through New DA Repeatables || Spreadsheet o' Enhancements || Zombie Skins: better skins for these forums || Guide to Guides
Let's not get too excited about it.. it was happening in more than just the first mission.
|
Very glad to see this fixed in the TF though.
Questions about the game, either side? /t @Neuronia or @Neuronium, with your queries!
168760: A Death in the Gish. 3 missions, 1-14. Easy to solo.
Infinity Villains
Champion, Pinnacle, Virtue Heroes
The bug was seemingly in basically any heroside 30-34 Crey mission.
@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617
It would've been nice if there were a few more badges added in. :/
My Lego Models http://www.flickr.com/photos/30369639@N07/ lemur lad: God you can't be that stupid... I'm on at the same time as you for once, and not 20 minutes into it you give me something worth petitioning?
Lady-Dee: Hey my fat keeps me warm in the winter and shady in the summer.
@Golden Girl
City of Heroes comics and artwork
Added Shield (without weapons) and Claws/Pistols animations to Ninja Run. |
And that's the EXACT SAME WORDING used the last time they "fixed" it. Which they did...just for the first mission.
The issue is level 40 Paragon Protector Elites showing up in Crey missions targetted for 35+. It's not restricted to the Manticore TF. And specifically not restricted to the first mission of the Manticore TF. Change the spawn table for them to NOT be spawned at anything targetted at level 39 or lower and that should completely fix it. |
Old Claws: The poses were okay, but what you can't see in the picture is that the claws were positioned and angled at really odd angles, and would flip and rotate while moving.
New Claws: The odd angles and clipping issues are gone. Standing pose is roughly the same, but back (right) hand downward instead of sideways. Running is new: it now holds both hands back, which I think looks really good, as if the character is ready to attack. Jumping has changed to the default jump, but with claws. The jump should be reverted. The old arms-crossed jump looked WAY better.
Old Shield: Awkward positioning where the shield is held out on the arm and not actually used defensively. Standing pose is okay, but running and jumping have the shield either thrown off to the side as if disregarded, or clipping horribly when arms cross -- this is one instance where the arms crossed version DOESN'T look good, but other sets with it should be maintained!!
New Shield: Fixed the positioning of the shield. Essentially it's the same as if you had sword+shield. It looks better all around. Standing is the same, but run now holds the shield out, defensively, rather than holding it to the side. Jump no longer clips.
Old Pistols: This had the same issues as Claws, which you can see more easily in these screenshots. Standing pose is very awkward for a pistol. The running poses is even more awkward, with one pistol being held upsidedown. The arms-crossed jumping pose is the only thing with the current version that doesn't look goofy as heck.
New Pistols: Standing pose is much improved, with a more natural "relaxed" position of the back (right) hand. The running pose is severely improved, with the double hands-back run that Claws has, and with no wacky flipped pistols. For some reason the jump was changed too, which looks clumsy and uncool.
Summary: Good improvements all around, however, please PLEASE PLEASE retain arms-crossed animation for Claws and Pistols, like it is for DB. It looks cool (especially with Pistols) and doesn't appear to cause any clipping issues (since DB already uses this and works fine).
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
|
Agreed with Dispari.
The crossed arm jumps seem to be more natural for the showy style of the ninja run power for Dual pistols and Claws.
With the normal 'gull wing' jump it does seem like the claws could hurt someone by going into a dive move, but the crossed arms contain more 'awesome cinematic flair' with the picture of one dropping down to perform a Sweeping strike style slash with the claws or a gun kata style held sideways rain of lead from the pistols as soon as they land.
The crossed arms for Dual Pistols seems to suit the style of the new GR pistols, the flair that the character has spinning about Equilibrium style clearing the area just... Clicks with the crossed arm animation, it suits it much better than the 'Looks like i'm going to drop these things by accident' of the upside-down held jump.
I agree with the pistols. But I kindda like the new jump for claws. It really looks like you're diving onto your prey to shred him into pieces!
Hmm. Sounds like even if nothing else goes wrong tomorrow, it's not ready to go live. If we promise not to hold you to it, can we have a target date for when the Winter Event will begin? I ask this because it's been an ongoing problem the whole five years with seasonal events starting way too late, and therefore running way too late. (Nobody is still going to be in the Christmas mood by the 3rd week in January. Or maybe even the second week.)
|
"I wish my life was a non-stop Hollywood movie show,
A fantasy world of celluloid villains and heroes."
Release Notes for 1600.20091102.7T3
Training Room
Tuesday, November 24th, 2009
COMBINED
Powers
General
More animation fixes:
Winter Event 2009
CITY OF HEROES
Tasks
CITY OF VILLAINS
City Zones