What places do you look forward to seeing in Ultra mode?
I mean a place where it's hard to see unless you have a light source.
@Golden Girl
City of Heroes comics and artwork
I'm 90% sure that most "lighting" in the game at the moment only effects player models and doesn't illuminate them or effect the "world".
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I'm pretty sure we have light sources, we just don't have very many of them.
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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Occasionally is the big point. While there ARE some "real" light sources in indoor maps for effect (that I too think ignore anything in their path that would obstruct them right now), they are exceptions, and cant make maps bright.
I am very sure that while you see all nice neon lights at the ceiling indoors e.g., for the game engine they are just the same as the dustbin in the corner, only with a different shape and brighter texture. |
So while those select few point-sources of light might be able to cast proper shadows with a new engine, all the other "lights" that you see will not, because they are not there.They'd have to go into all those maps and put actual light sources into everything single light bulb and neon tube, plus tone some of them down so it doesnt get too bright where they put many, and still have some ambient light so it isnt pitch black where they just didnt put any. Or redo the entire map to have an even distribution of light sources. Both is a lot of work, so its a lot easier to just assume the light comes homogeneous from all directions inside all those buildings, a little more from above, which is actually pretty close to what you get when you have lots of neon lights spread out evenly on the ceiling and thus doesnt look too bad for an office building or warehouse with high ceilings. (So I think its not a matter of what the engine can do, but of how the maps were built.) |
Here's the thing, and something I posted about back before. Having dynamic lights doesn't just give us the ability to have lighting, it gives us the ability to have DARKNESS. Right now, if a hallway is dark, you can't get past it because you can't see. With dynamic lighting, you could bring your own light, and so be able to see. Just not very far. We could have dark maps like the sewers, abandoned offices or Oranbega be ACTUALLY dark, with pockets of lighting here and there and the heroes themselves to self-illuminate their surroundings. That would actually be cool in a way that, frankly, very few games have dared try.
And, OK, maps don't have enough light sources. Why can't WE have a few? Like, on our powers. That bright orange fireball? Shouldn't it cast a bright orange light? That blue ball lighting? Shouldn't it cast a blue light? Would it be too much to ask for the Flashbang to have an actual FLASH? Things of that nature. I'd honestly take that over environmental shadows and reflections. Don't take me wrong, reflections are eyecandy, and environmental shadows are really cool, but power-cast dynamic lights and darkness to illuminate with them would be much, much, MUCH more cooler.
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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Nice first post, little brother!
I am looking forward to seeing Croatoa, Dark Astoria, and Cimerora under UM, water and reflections too.
I would have more to say but I am typing this on a tiny Droid keyyboard.
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what i be looking forward is alot of new player to the villain side as it should not be as dark as it is atm for some people out there, but i like the way it is now
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Yes, the neon lights are actually self-illuminating textures and nothing more. They just have a constant brightness irrespective of light conditions, but they don't emit or cast any light. It's funny, too, because broken lights with the cover hanging down still have the cover glowing, because that's what its texture actually is.
Yeah, I have no argument against this. Instance maps just don't have enough light sources to actually illuminate them. Here's the thing, though - because the lighting cheats so much, it creates a surrealistic, unbelievable look to the instances that makes it really hard to take them seriously sometimes. It also destroys any sense of presence they could have when they're all just omn-lit no matter where you go. It's like you have night vision, because no matter what you do, in an enclosed location with no windows, you WILL get dark corners and dim hallways. That's just how it works. Here's the thing, and something I posted about back before. Having dynamic lights doesn't just give us the ability to have lighting, it gives us the ability to have DARKNESS. Right now, if a hallway is dark, you can't get past it because you can't see. With dynamic lighting, you could bring your own light, and so be able to see. Just not very far. We could have dark maps like the sewers, abandoned offices or Oranbega be ACTUALLY dark, with pockets of lighting here and there and the heroes themselves to self-illuminate their surroundings. That would actually be cool in a way that, frankly, very few games have dared try. |
And, OK, maps don't have enough light sources. Why can't WE have a few? Like, on our powers. That bright orange fireball? Shouldn't it cast a bright orange light? That blue ball lighting? Shouldn't it cast a blue light? Would it be too much to ask for the Flashbang to have an actual FLASH? Things of that nature. I'd honestly take that over environmental shadows and reflections. Don't take me wrong, reflections are eyecandy, and environmental shadows are really cool, but power-cast dynamic lights and darkness to illuminate with them would be much, much, MUCH more cooler.
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I dont think that'd be such a loved feature.
I guess in a game about super powers some things that are not part of the power system just have to be assumed to work for everybody, no matter how the character does that. Like being able to jump, or swim (breath underwater in another hero MMO), or use a GPS-like nav system. Or see in the mission maps. Unless they come up with a highly detailed and well balanced system that has you pay for those things that the majority of characters clearly CAN do by various means, the best way will be to allow everyone to.
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Wouldn't it be awesome if there was a very dark map, and only power effects would cause much light in it?
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The Radulak map is kinda like that. All dark and creepy, then you can see a healing aura go off in the distance. Love it.
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None of them, because I can't afford a new computer and there's no way in hell my laptop will run Ultra mode
Originally Posted by Back Alley Brawler
Did you just use "casual gamer" and "purpled-out warshade" in the same sentence?
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The backside of Synapse.
So that every character must (now that power customization finally allows you to turn it off if you find it annoying) select a good amount of bright aura powers to play the game because otherwise they might not see anything in some maps? Or buy a night vision power or have a flashlight built into his sword / claws / bow / blaster fists?
I dont think that'd be such a loved feature. |
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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Call me petty and evil but I look forward to seeing the the reactions of the CO fanbois when they get confronted with visual awesomeness that is Going Rogue.
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I think the first place I'll be checking out is the shadow shard. After I see all the new stuff that is.
I want to see the blue caves with ambient occlusion turned on. Should make them a lot easier to navigate.
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@Golden Girl
City of Heroes comics and artwork
I, personally, can't wait to see my favorite place in the game:
-Double Post-
Having mentioned that, I paid close attention. There very much are real light sources scattered throughout the missions which have, at the very least, direction and distance. They're easiest to locate via the oldest trick in the book - bright spots on the floor, walls or ceiling. I ran through a CoT map and spotted several. They were concentrated over stone obelisks, magical circles, crystals and sometimes just smack-dab in the middle of the room, though not, surprisingly, at the many torches..
From what I could see, these lights were both coloured and while, they had a specific direction, such that walking by them would shift illumination front to side to back, and they were only active up to a certain distance. The only really powerful ones are in Arachnos bases, though, and they'd be the easiest to check. Try and get one of those huge, huge rooms with the green pool at the bottom. This one is most easily evident. |
I've noticed before that the light sways with the lamps when I'm on these maps, and my position relative to th lamps is irrelevant.
Shadow Shard. Hands down.
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@Golden Girl
City of Heroes comics and artwork