Is there a reason we can't have Crossbows for Weapons on Archery and Trick Archery Toons?


Adeon Hawkwood

 

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Originally Posted by Talionis View Post
But the Dev's have done a lot of work to make things different now haven't they? It seems that if when they did all that work, I would hope, they made it easy to say add more skins for Assault Rifle, so a crossbow skin wouldn't take that long.
Okay, I don't know if it's intentional or not, but you seem to be mixing Power Customization, Weapon Customization, and Alternate Animations all together. While the end result is similar, they're different things as far as what they mean in this game and the programming for them was largely different. (That's why we didn't get all three at once)

Power Customization is where you get to choose the colors of your powers. Note that this is combined with Alternate Animations but not combined with Weapon Customization.

Weapon Customization is selecting a new weapon skin for your powers. All of these have the weapon acting as a costume piece and the animation for the power is you swinging your arm with the effects occuring. You could have an invisible weapon and it'd work just as well. This has occured on Test at least once due to a bug and there is no functional difference, it's like saying powers work the same with or without a cape.

Alternate Animations is a whole new animation for certain powers. So far the only sets with this available are Super Strength and Martial Arts and even then not for every power in the set. It's combined with Power Customization but not with Weapon Customization.

So your suggestions to add Alternate Animations to Archery and Trick Arrow would require new animations all around as well as altering things to allow Weapon Customization and Alternate Animations, something currently not available. This is a lot of work, whether you're ready to acknowledge it or not.

Your new suggestion, add a crossbow to Assault Rifle, is straight Weapon Customization. This is much easier, although how much we haven't been told exactly. If it's really a spare time kind of thing I'd have expected much more of them then we have. Since they aren't handing them out like party favors it's probably a non-trivial task, albiet not on the level of recreating the wheel like Alternate Animations.

This would also mean that your new crossbow would have nothing to do with Archery or Trick Arrow. It would be an Assault Rifle. It'd shoot bullets, fire grenades and have a flamethrower. You'd machine gun the NPC's as your tier 9 with a spray of gunfire. And no, you don't get new sounds. It still sounds like a gun.

This sounds really strange to me, but if you'd like to see it there is an official place to request this kind of change, the Official Custom Weapon Request Thread.


"Mastermind Pets operate...differently, and aren't as easily fixed. Especially the Bruiser. I want to take him out behind the woodshed and pull an "old yeller" on him at times." - Castle

 

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Oldeb,

I'm not trying to be unreasonable about it. And I am trying to do exactly what you are saying mix three different new things the Dev's have put in the game: Alternate Weapons, Alternate Animations, and Power Customization.

My hope is that by doing those three things, the Devs have changed something that was "impossible" because it would take so much work to: "well actually, we have done this, and that, and that, and Talionis is right now that I think about it, we could put those three things together to make a new powerset look, animation, whatever, we can give them crossbows and its not that hard."

I could be wrong. I am mostly likely wrong. It really depends on how the code was written and how its been changed. My profession is not coding. But on the off chance what I'm saying really does make sense and the three things can be put together to give a good crossbow attack with little actual work, I think its a great idea.

If its going to take a lot more time than just cut and paste and clean. Then I wouldn't suggest worrying over it either. -- I still want the crossbows. But I'd rather have newer stuff.

But I think the best suggestion to come from this thread would be to re-examine now that all these changes have been made, what can be put into the game more quickly and easily. Does it make Power Set Proliferation easier? Maybe this will jog a Dev to think of ways to make new stuff in a simplier way.


 

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Originally Posted by Talionis View Post
Oldeb,

I'm not trying to be unreasonable about it. And I am trying to do exactly what you are saying mix three different new things the Dev's have put in the game: Alternate Weapons, Alternate Animations, and Power Customization.
You are coming across as a bit unreasonable, however. You are aware that Shields in conjunction with Martial Arts and Superstrength already do this, and that for many months until the most recent patch the custom animations were broken? i think the implications regarding how simple it all is should be apparent, but maybe that's because i have too many friends who are programmers and enjoy sharing their horror stories about past projects with me.

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My hope is that by doing those three things, the Devs have changed something that was "impossible" because it would take so much work to: "well actually, we have done this, and that, and that, and Talionis is right now that I think about it, we could put those three things together to make a new powerset look, animation, whatever, we can give them crossbows and its not that hard."
Making all those things work together is much harder than getting them to work separately. No offense, but you obviously know less than nothing about programming if you think otherwise. (By less than nothing i mean that your assumptions are actually the opposite of reality, not that you're necessarily stupid or anything.)

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I could be wrong. I am mostly likely wrong. It really depends on how the code was written and how its been changed. My profession is not coding. But on the off chance what I'm saying really does make sense and the three things can be put together to give a good crossbow attack with little actual work, I think its a great idea.
Yes. Yes. Obviously. That's quite apparent. No it can't, but yes it would be.

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If its going to take a lot more time than just cut and paste and clean. Then I wouldn't suggest worrying over it either. -- I still want the crossbows. But I'd rather have newer stuff.
It will. i expect BABs won't. Same here.

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But I think the best suggestion to come from this thread would be to re-examine now that all these changes have been made, what can be put into the game more quickly and easily.
Awkward wording, but i somehow doubt that the Devs and coders that have spent literally years working on this are going to read the thread and suddenly go, "Gosh, we've been doing this all wrong. We should've just been doing a little cut and paste and going out for biscuits instead of spending years trying to recode the game and graphics systems and sifting through millions of lines of code so that we can add these changes without causing catastrophic failure of the entire codebase. Duh."

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Does it make Power Set Proliferation easier? Maybe this will jog a Dev to think of ways to make new stuff in a simplier way.
i don't think this is as truthier as you apparently do.

Offhand, i think Ming is getting tired of how you're making him look by dragging him into this with all your assuming. (You should know what happens when you go around assuming. And you've been assuming pretty hard so far.)


Dr. Todt's theme.
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My assuming isn't stupid, but it still may be wrong. I say that because I don't want to be as absolute as everyone that doesn't know any more than me who is saying "No it would take a really long time" with no real knowledge of that.

I think people have jumped on me like pack dogs telling me abjectlly "no, it simply can't be done." Most with no real knowledge of the actual programing. A year or two ago, I would've agreed with each of you because red names had mentioned how hard any of these things was to do. But a lot of the programing has obviously changed since then.

I'm not trying to bring any one down.

I know that what the Dev's have already done was not easy. It took a lot of work and I appreciate it.

My assumption really is that when the Dev's changed the programming to allow alternative skins for Assault Rifle, that they left the code open to add new ones much more easily than first time. So if they wanted to add a new skin for claws it would be much easier to do a new skin now.


 

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Ironically enough, there were Crossbows in the game back in Beta. Back when Blasters were Ranged/Melee, not Ranged/Manipulation like they are today, all of the Blaster Secondaries were identical to Melee sets, except for the first power, which was always a ranged Immobilize power, just like the one we have today.

Back in those days, Broadsword (originally Medieval Weapons, but the axe, mace and possibly other weapons were removed from that set and made into their own sets) was a Blaster Secondary. So it was possible to have an Assault Rifle/Broadsword Blaster.

The first power in Blaster Broadsword was Crossbow. It drew a Crossbow and fired it.

That's ONE power, however, out of ONE Power Set. There is not a complete set of animations for the weapon, and it likely reused the animation for Assault Rifle Slug, with a different weapon model and graphic for the arrow.

Now, it's POSSIBLE that you could take a selectable weapon model, like the different models available for a Bow, and replace it with a Crossbow option. And it's POSSIBLE that you could take the animations for the Bow, like the animations for Super Strength, and replace them with different animations. And it's POSSIBLE that you could tie the two together, so that when you pick a Bow, you get the animations for a Bow, and when you pick a Crossbow, you get the animations for a Crossbow. And it's POSSIBLE that you can tie this to the stance, as well, so that when you draw the Bow, you hold it in one hand by the center, and hold your other hand to draw an arrow, and when you draw the Crossbow, you hold it by the stock like an Assault Rifle.

It's also POSSIBLE that you could take a weapon model for a Broadsword, and replace it with a Battle Axe. And it's POSSIBLE that you could make it so when you picked a Broadsword, you'd get the animations for the Broadsword, and when you picked a Battle Axe you'd get the animations for Battle Axe. And I suppose it's even POSSIBLE that you could change the activation times and effects of the powers, so if you were using a Broadsword, it would act like the Broadsword Power Set, (with Parry) and if it were a Battle Axe, it would act like the Battle Axe Power Set. (with something else instead of Parry)

It's POSSIBLE. But it ISN'T. And it isn't likely to ever be.

A crossbow simply isn't used like a bow. It isn't held like one, it isn't drawn like one, it isn't fired like one, and it doesn't have the same impact as one. (Although at least you aren't trying to turn Smashing damge into Lethal) While I suppose the devs could start considering using one Power Set for all the different types of weapons, it's more likely they will continue with their current design of separating weapons into different types. Thus, Crossbow would more likely be a new set, not a "reskinning" of Archery.

And this IS real knowledge. We know this is what the situation is because we have read the devs' description of the system, and we understand what the limitations are. This isn't like adding a new model to Claws, this is like trying to turn Claws into Katana, or Dual Blades. The Dual Blades just aren't held or swung the same way the Claws are.


 

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Originally Posted by Jade_Dragon View Post
It's POSSIBLE. But it ISN'T. And it isn't likely to ever be.
So we agree, I'm not a loon. Now we are just disagreeing on how much work it is to actually implement.

My original post question was, "Is there a reason we can't have crossbow weapons for Archery?" The answer to that is no there isn't a reason it can't be done.

The answer is that somewhere between the little I am hoping and the a lot that you believe to be true.

With all the changes that have been made to the game, I'm curious how much of the old idiums hold up. I think the game has learned some new tricks and the new pieces that have been made to the engine now allow for a lot more customization.

A good example of what I'm talking about is War Mace and Battle Axe. The two sets are nearly identical, cut and paste jobs. War Mace is Smashing Damage and has different skins. Battle Axe is lethal damage with Axe Skins. The animations are near identical.

I'd be all for a completely new set, but I'd be just as happy with an alternate animation for Archery or Assault Rifle. Both are primarially lethal damage, just like Crossbows would be. I admit the biggest problem is that a crossbow is a hybrid of Assault Rifle and Archery. Neither is an absolutely perfect fit. Archery is probably better thematically, acoustically, etc. Assault Rifle is better visually for the animations.

Even if you could care less about adding a crossbow animation yourself, I am curious what type of other new things might be added more easily than we originally thought, by combining some of the new mechanics of the game engine.


 

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Originally Posted by Talionis View Post
A good example of what I'm talking about is War Mace and Battle Axe. The two sets are nearly identical, cut and paste jobs. War Mace is Smashing Damage and has different skins. Battle Axe is lethal damage with Axe Skins. The animations are near identical.
If Weapon Customization could have been available at the time the game was developed, it's possible there could have been a single Power Set, called Medieval Weapons, which contained generic attacks and generic animations for a weapon of some type. You might then have been able to select a particular type of weapon, a sword, axe or mace, and the actual model, animation, and damage type could have been applied from there. It would have been a perfectly acceptable system, flexible and expandable with additional weapon options that might have been added later.

On the other hand, the system as it currently stands allows differences to be introduced into the Power Sets. Broadsword, Katana, Battle Axe and War Mace all have completely different feels, with different secondary effects, and even individual powers. Broadsword is slow and deals high damage, while Katana is much faster paced, and has a more skillful look. (It is also the only left handed weapon set) Battle Axe does knockback, while War Mace disorients, and Broadsword/Katana debuff Defense. Although a lot of this feel is in the animation, the animations ARE different. There are differences in cast times between some of the same powers in Broadsword, Battle Axe, and War Mace, and each Set has thus been balanced completely independently. To normalize their cast times would imbalance them.

The way the devs have the Power Sets currently set up, cast time, Powers and secondary effects are standardized across a Power Set, so they can balance that Set against its full capabilities. The suggested Medieval Weapons Set above would have to have a single secondary effect, a single damage type, and a single set of Powers - it would have to either have Parry, or not have Parry, for instance. One might theorize about a Bladed Weapons and Blunt Weapons, for Lethal and Smashing damage respectively, but that's as far as you could go. If you're going to give the different weapon options in the same Set different characteristics and cast times, you might as well just go ahead and make it a different Set. That way the devs can continue to balance each Set independently.

The important point, though, is that that isn't the way the devs developed the Power Sets. Broadsword, Katana, Battle Axe and War Mace already existed, before Weapon Customization were implemented, and they were designed around each being a unique Set, with their own individual characteristics. So it's too late to change now. We already have legacy Power Sets to deal with. And no one is going to want to give up Broadsword's Parry for a more generic Power. No one is going to want to give up Battle Axe's knockback for a -Def. Many players chose those Sets for those characteristics, and are not going to want to give them up.

Now, this is not to say that future weapon sets can't keep Weapon Customization in mind, incorporating Powers and effects that are meant to widen the available options. (Such as making Polearms do a small amount of Lethal damage as well as Smashing, so a blade can be put on the end of a staff) This is also not to say that the existing weapon sets cannot be merged across Archetypes, making Broadsword the Bladed Weapons for Scrappers and Stalkers, for instance, and Battle Axe have the same options for Tankers and Brutes. The weapon models would be shared, but the secondary effects and animations would actually be determined by your Archetype, not the weapon model. (So a Tanker's Broadsword would do knockback, while a Scrapper could use his Battle Axe to Parry)

You've got to be realistic about what is possible, though, and how much time it would take. The devs might be able to "tack on" a model that allows you to use a crossbow with the Assault Rifle Power Set. With quite a bit more time, they might be able to cross link the weapon you select with animations, and have a crossbow be usable with Archery, using different animations which still have the same cast time and effects as the existing Powers. As there is nothing like this currently in the game, however, we're talking about adding a new feature. Using the selection of the weapon model, the crossbow, to also select the Power animation. Weapon Customization + Animation Customization.

The final step, actually having the Crossbow do something unique, or have a different cast time, would most likely have to be a totally new Power Set.


 

Posted

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Originally Posted by Jade_Dragon View Post
The devs might be able to "tack on" a model that allows you to use a crossbow with the Assault Rifle Power Set. With quite a bit more time, they might be able to cross link the weapon you select with animations, and have a crossbow be usable with Archery, using different animations which still have the same cast time and effects as the existing Powers. As there is nothing like this currently in the game, however, we're talking about adding a new feature. Using the selection of the weapon model, the crossbow, to also select the Power animation. Weapon Customization + Animation Customization.

The final step, actually having the Crossbow do something unique, or have a different cast time, would most likely have to be a totally new Power Set.
These are what I am talking about. Now we are talking about the same thing. These are the combonations, I've been trying to talk about. The work that would go into making a crossbow set would almost have to be a lot less than the work that would go into making a staff set, which I also think is a good idea. Since stances exist, if activation times dont' look silly when porting from Assault Rifle to Archery than its not really building a new animation. Whereas building a staff set requires models with two hands on a staff moving around in all sorts of strange ways.

Even if the excersie did require a new powerset, I'm not sure that it would be a wasted exercise, as it might be helpful for the Dev's to have "shortcuts" to be able to add more powersets to the game more quickly.

I'm curious if this kind of shortcuting could be used to say make a staff set, that could once you coded a staff set, which would realistically really be alot of work, also be a scythe set either by customization, or by doing the War Mace/Battle Axe trick of having two powersets with the deference between two fairly similar sets being one does lethal damage the other does smashing damge.


 

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Well, if they can tie animations to weapon models, I wouldn't mind Crossbows as an alternate, if they had the same cast time and effects. Another example, although further complicating things, is the idea of having a weapon drawn for another current Power Set. For instance, firing Fire Blast from a flamethrower or a magical staff. While this would add redraw time to a Set that currently doesn't have it, disrupting the balance of the set, it might be nice if a way could be found around it.

Another example is the "tricorder" used by the Medicine Pool. It would be nice if this animation could be replaced with something more suitable for a Magic user, like a spell. This isn't exactly the same thing, though, because the "tricorder" isn't really a weapon model. That's the basic idea, though, while the effect is the same, a different animation and graphical effects play.

A lot of the problem, though, is that Power Customization is per individual Power, while Weapon Customization effects the whole set. You could theoretically have a Weapon that you select, and then multiple animations to choose from that use the same Weapon. That's even more work required to do that, though, as right now you aren't given the choice to change Power Customization when you have a customizable Weapon, and vice versa. Every Power Set lets you change one or the other, but not both.

If they were going to advance the technology to allow more options like that, it would probably be for more than just putting crossbows in Archery.


 

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Originally Posted by Talionis View Post
My assuming isn't stupid, but it still may be wrong. I say that because I don't want to be as absolute as everyone that doesn't know any more than me who is saying "No it would take a really long time" with no real knowledge of that.
The point is that some of the people posting here do know more than you. The fact that they are willing to acknowledge that there are things that they don't know should not be taken as an admission they know less. Often it's the converse.

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I think people have jumped on me like pack dogs telling me abjectlly "no, it simply can't be done." Most with no real knowledge of the actual programing. A year or two ago, I would've agreed with each of you because red names had mentioned how hard any of these things was to do. But a lot of the programing has obviously changed since then.
That's not really correct. The programming has changed since then, but it's gotten more complicated, as it would have to in order to fit the new features into the current engine. This doesn't mean it can't be done, and for all i know such things are coming in Going Rogue, but it does mean that in the game as it currently stands what you initially asked for will not work.

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I'm not trying to bring any one down.
Cool.

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I know that what the Dev's have already done was not easy. It took a lot of work and I appreciate it.
Awesome.

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My assumption really is that when the Dev's changed the programming to allow alternative skins for Assault Rifle, that they left the code open to add new ones much more easily than first time. So if they wanted to add a new skin for claws it would be much easier to do a new skin now.
Crossbows as a skin for Assault Rifle? That's... um... yeah.
So it would look like a crossbow that shoots jets of fire and bursts of bullets or (hypothetically, but not even sure it's currently doable) bolts?
Unsigned for that.


Dr. Todt's theme.
i make stuff...

 

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I think some of the hyperbole and misunderstanding have been corrected in the thread.

When you say some of these changes may be coming in Going Rogue, that gives me hope, that all the work the Dev's have done really has made future improvements to the game easier for them to do.

I really am not so fixated on crossbows per se. I really wanted to see what has changed in the engines since the Dev's have added many of the customization features we have talked about in this thread. What are the future types of requests we can make?

I think there is merit in using the three new customization features in unique ways and I appreciate people going through the exercise of what is and is not possible.


 

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I wantz staffs/polearms