Animal Pack - Feedback Thread


2short2care

 

Posted

I am curious if the pack is locked in for going live the way it is on test now (It's going live tomorrow for the early winners in their Animal Pack giveaways).

Or is the silence from the team possibly because they're fixing it up a bit (among other projects, of course)?

David did post about intending to get some feedback for the pack, but we've not heard from him since.
Just curious if it's a done deal or if we'll at least see the animal fur put onto the flat feet option.



Also, was Beast Run smoothed up a little bit in that patch on Tuesday?
I didn't study the animations much beforehand and, afterward, I felt like the stopping and starting and turning was smoother (smoother than I thought it was beforehand).

However, the brief bits of demo editing with the unfinished beast run may have been clouding my memory on how it was.

EDIT: This all sounded kind of negative, or (at least) bland.
Been a LONG day...
I just wanted to add that I've really enjoyed Beast Run on test.
While I do feel like it could really use lovin' on the jumps... Running around with certain characters with beast Run has made me not want to log into the live servers until I can do it there.
That and the pack has kick-started my costume/character creator hobby back up, hehe.
Every now and then, I slow down and hardly create any new costumes... But this brought me back into full swing again.
It's been impossible for me to log Amazing Ape in on the live servers, without this pack.
So... yeah... My feedback has tended to be on the negative side, but that's only in hopes to help.
It's so easy to forget to say how much I enjoy things (although I do indeed try to).


@Zethustra
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and round up everyone that knows more than they do"
-Dylan

 

Posted

Whatever the latest patch is (there's another new one since my last post), it didn't fix Animal Fur on Flat boots. It still doesn't exist (at least on 'male'). I didn't try out Beast Run again to test the backward run to backward jump animation problem.

I'm certainly hoping it's not locked in, given these obvious problems, at least one of which should be trivial to fix.


 

Posted

seeing yet another patch today. going to log in and check beast run out. see if it has indeed been smoothed out. I did spend some time looking closely at it when it first went live.

Edit:

The changes I think I'm catching on beast run:

  • The backwards and straight jumps are now more vertical.
  • The generic jump male "nhuh" grunt has been removed from the animation entirely (this was present on females as well at first) EDIT: removed from the backwards and straight vertical jumps. The correctly gendered sound is now in place for forward jumps.
  • New audio syncing up with clunky boot fall sounds when back feet hit and padded sounds for front feet

Can't tell if any inter frame animations have been redone. Still think that the turn around animation should have a scramble of feet with a different audio to it (i.e the link I provided to a youtube clip of a lion starting and turning around--beasts don't turn their backs stereotypically on threats until some distance is made AND it would help add an agile scrambling on the feet feel)

Left and right turns from standing feel better but not sure if this is new or just the audio helping.

to be clear, the new audio for beast run helps the power immensely. Kudos to the sound designer.

Edit 2: still not seeing animal patterns showing up in capes or animal fur texture showing up on flat feet. if ANY changes make it to live from our testing, these SIMPLE requests should be the ones to get included. c'mon art department you've already done 80%+ of the work. help make the pack just that more useful to people. it's good business!

Edit 3: playing more with beast run--there is definitely a new slightly longer transition from running to standing. it's accentuated by a couple distinct boot fall audio clips. you slowly bring one knee up and place a foot as you go from running on all fours to resuming the idle pose.

Edit 4: all cce slash commands are working fine for me now. there is new audio added to the ccfurburst with a nice low growl at the end. that additional audio makes the cce feel stronger. no new audio on ccfurspin though.

Edit 5: One last edit to be clear on my suggestion for a different beast run turn around sequence The current animation for the transition from changing directions works FINE if going from the idle to running on all fours. BUT if the game can detect if a character is already in the run cycle in one direction, the backing up on paws for about one second then going into the turn around of the torso would really add a ton to the feel and quality of this animation. This might work quite well changing from forward to backward motion, vice versa and even side to side. Or as an alternative, perhaps a small slide with a dust cloud when changing directions when running?

For additional inspiration, take a good look at the exaggerated scrambling used in Kung Fu Panda, particularly on Tai Lung's movements. During this fight, around Tai Lung does a nice slide around 2:20 to change directions:
http://www.youtube.com/watch?v=Mavtn...eature=related


To other testers: have not tried beast run with any weapons characters as I don't have any on test at the moment.


 

Posted

Because this thread needs more subjective feedback...


Subjective:

All: The heads need to be given some of the options other heads are allowed. Horns/glasses/hair/goggles/etc. I do understand how hard that is, I honestly thing it's worth holding the pack up to add that in. As well, the ability to use the sliders on all the heads. Animal Fur option for "Flat" feet option


Avian: Needs more feather options. Even if just a feather tail. Ideally some talon gloves, or wing-hand/arm gloves. In addition, some extra head-feather options and/or color patterns so we can make a wider array of birds.

Canine: More head color patterns. Ideally the ability to two-tone it with a few pattern options. A closed-mouth head option. If sliders are out, then a fox head, if a fox head is out, two-tone with fox patterned shape.

Feline: A closed mouth option for the heads. And to see the pattern ported across more body parts. Capes for example.

Additions: I would beg you for a clawed human foot option with bare and animal fur options(at least). Even if just the "Flat" option with five little bitty claws sticking out of the toe areas.


 

Posted

Monstrous Cat Feet: They look great, but they need a 'large' option, about the size of the current Large Monstrous Claws. They look disproportionately small with a 'Huge' body-type.

Why do All of the 'Large' Feline heads have Manes? What if I didn't want that sort of extra furriness?

By the same token, the 'Medium' ones don't have a mane... Why is Size related to hairiness??? That makes no sense.

Be Well!
Fireheart


 

Posted

its a tad unballenced and i do hope its revisited.

the cat features are awsome..if your trying to be a cat your set.

birds it would have been nice to see chicken...duck ...tailfeathers maybe some crests

cows would have been nice to see more horns also hoping to see horsefaces/unicorn horns at some point

wolves.....*sigh* there are probibly as many werewolves as catfolk out there you didnt even make the ears choosable....and worse yet the grey wolf texture has to be black you can only tint the white? with lepards or tigers you have the option to colour the stripes/spots.

my hope was to make a fox coloured character by colouring the huskie pattern red-gold/ or the cat pattern1 and keeping white white and then having black tipped long ears. this you can do on cat but the muzzle is to short.

also the female wolf/bird and cow heads are freakishly small even if you max its size and minimize the body sliders. the large cat head looks about right.

and of course there is the lack of bird tails all together. and the fact none of these heads can wear hats hoods ect.. and most sliders do nothing.

other than the breath the beastial rage does not seem very beasty..... and the fleas jump way to fast and are the size of grapes.

his and sniff are appropriate but the otherone seemed to snuck in from the monkey pack
the auras look cool

and i like the shaggy/minataur tail and animal fur/new stripes/spots


 

Posted

No Reptile, Aquatic or Insect based parts? Half finished run animation? Color me unimpressed.


 

Posted

Quote:
Originally Posted by Ghost_Machine_NA View Post
No Reptile, Aquatic or Insect based parts? Half finished run animation? Color me unimpressed.
People saying the pack sucks because of what's not in it is starting to get to me for some reason.

Consider that they have finite resources and can only put so many things in the pack. What would you take out in order to put in Reptile, Aquatic, or Insect parts? Birds? Minotaurs? How many people would then have the same complaint about those pieces? In other words, saying that the pack doesn't include something that is completely unrelated to things that are already in the pack is not a valid criticism of the pack. It might be a good reason for you not to buy the pack, but it is not actually feedback on the pack - at best, it's a suggestion for a different pack.

Of course, they're going to be in the same situation for a lot of these boosters, and the animal pack is probably the worst for it. Everyone has their personal favorite animal piece they'd like to see. Whichever handful of animals they chose to put in the pack, they were always going to disappoint a large number of players that didn't get their rhino head or their rat head or whatever else. I just wish more people would realize that the devs are in the tough position of having to choose a tiny number of animal pieces out of the vast number of actual animals.


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nuk!

 

Posted

Quote:
Originally Posted by james_joyce View Post
People saying the pack sucks because of what's not in it is starting to get to me for some reason.

Consider that they have finite resources and can only put so many things in the pack. What would you take out in order to put in Reptile, Aquatic, or Insect parts? Birds? Minotaurs? How many people would then have the same complaint about those pieces? In other words, saying that the pack doesn't include something that is completely unrelated to things that are already in the pack is not a valid criticism of the pack. It might be a good reason for you not to buy the pack, but it is not actually feedback on the pack - at best, it's a suggestion for a different pack.

Of course, they're going to be in the same situation for a lot of these boosters, and the animal pack is probably the worst for it. Everyone has their personal favorite animal piece they'd like to see. Whichever handful of animals they chose to put in the pack, they were always going to disappoint a large number of players that didn't get their rhino head or their rat head or whatever else. I just wish more people would realize that the devs are in the tough position of having to choose a tiny number of animal pieces out of the vast number of actual animals.
Specifically, as with any concept, the best way to start is basic and go outward. Cats and dogs are as basic as animals as you can get. And they appeal to and apply to the broadest number of players. If you're going to make a pack you want it to appeal to a large group. It would've been cool to have porcupine or lobster parts in the pack, but those don't appeal to as large of an audience. Ideally they needed to get the basics out of the way first, along with whatever tech hurdles they might have had.

They could've delayed the pack even longer. Set it back another couple months and add more animals. But no matter how many they add they still would have complaints that X wasn't in the pack. What, no squid heads? Geez, where are the stegosaurus tails? I can't believe there aren't any spider legs.

Maybe a future pack can be dragons and lizards. One thing at a time, though. I think starting where they did was a good foundation. They can build up from there.


Quote:
Originally Posted by PRAF68_EU View Post
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.

 

Posted

Quote:
Originally Posted by Ghost_Machine_NA View Post
No Reptile, Aquatic or Insect based parts? Half finished run animation? Color me unimpressed.
There's already a Reptile head in-game as well as a reptilian (and feline) face and tail option (if I'm not mistaken, there's also reptilian chest and bottom options). There are insect eyes, antennae and wings available in addition to an Insectoid Armor set.


Now... we can change the color of these new animal heads; right (blue tigers and blackbirds and such)?


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Posted

Quote:
Originally Posted by Electric-Knight View Post
Yes, indeed!
Awesome!


Apparently, I play "City of Shakespeare"
*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
*Arc #177826-Lights, Camera, Scream! - 3 step arc, camp horror; try out in 1st person POV - 35 Ratings/4 Stars

 

Posted

Quote:
Originally Posted by Yogi_Bare View Post
There's already a Reptile head in-game as well as a reptilian (and feline) face and tail option (if I'm not mistaken, there's also reptilian chest and bottom options). There are insect eyes, antennae and wings available in addition to an Insectoid Armor set.
Well there's already a furry body and leg patterns why need more? Also about 5 furry heads with ONE lizard head. Also what if you want a non humanoid insect head with mandibles? Or a snake head?

Quote:
Originally Posted by Dispari View Post
Maybe a future pack can be dragons and lizards. One thing at a time, though. I think starting where they did was a good foundation. They can build up from there.
This I do agree with, it is a good foundation for future add ons.

Anyway,

It makes me laugh when people try to defend the game against my own personal opinion. lol

I was just hoping to see some more variety, the cow and eagle head are awesome its much different then what we already have... wait no feathered costume patterns? Last time I check birds don't have fur. Also they have completely left out even basic aquatic parts (Webbed feet, fish scales, shark skin/heads etc.)


 

Posted

The beast heads are impressive. Whoever did them hit it out of the park.

Highest priorities IMO:

1. Add looping counterparts to the emotes

2. Add gloves

3. Add a 0 endurance non buffing version of Beast Run to use as a stance

4. Plan supplemental mini packs to add foxes, reptiles, and more with additional packs


A game is not supposed to be some kind of... place where people enjoy themselves!

 

Posted

This was LAAAAAAAAAME, i feel like i just got played....here 60 costume details...oh wait i guess i forgot to say it's actually the same details we just count them 4 times each WTF !!!! thats it...im going back to DCU untill these guys get there **** together !!!


CoX for life !!

 

Posted

Quote:
Originally Posted by StarCrusader View Post
This was LAAAAAAAAAME, i feel like i just got played....here 60 costume details...oh wait i guess i forgot to say it's actually the same details we just count them 4 times each WTF !!!! thats it...im going back to DCU untill these guys get there **** together !!!
Can I have your stuff?


Quote:
Originally Posted by PRAF68_EU View Post
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.

 

Posted

I've found one issue. I don't like the amount of pink in the Animal Fur pieces, specifically, when I pick white. Snow leopards are not pink all over, they are white. I just don't like the way "white" ends up meaning "actually pink". Especially since the skin color for this character is plain white.


 

Posted

Quote:
Originally Posted by Dispari View Post
Can I have your stuff?
The irony in his signature is palpable.


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Posted

STILL waiting to see "animal fur" applied to "Flat instead of "Smooth". As it is, my options are to go with the monstrous legs which look horrid on my toon and break up the spotting pattern, or go with Smooth->Animal Fur....and have heels.

And while we're at it, how about adding a "Monstrous Feet" option for feet under tights/pants/etc. What if I want a werewolf/cat That has gone beastial while wearing a suit, and thusly has on trousers or slacks, torn or otherwise? I'd love to see those cats paws sticking out of trouser legs.


 

Posted

Quote:
Originally Posted by Ran-san View Post
STILL waiting to see "animal fur" applied to "Flat instead of "Smooth". As it is, my options are to go with the monstrous legs which look horrid on my toon and break up the spotting pattern, or go with Smooth->Animal Fur....and have heels.
It's staggering to me that this wasn't done before release. Why was the pack on Test to begin with if none of the feedback we gave was considered?

I'll say it again - Animal Fur needs to exist for Smooth, Flat, Flared, Folded, Spiked, Finned, Large and Banded boots/gloves.


Quote:
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.

 

Posted

Quote:
Originally Posted by Ran-san View Post
STILL waiting to see "animal fur" applied to "Flat instead of "Smooth". As it is, my options are to go with the monstrous legs which look horrid on my toon and break up the spotting pattern, or go with Smooth->Animal Fur....and have heels.
This is my one complaint with the pack. Heels on furry legs just looks, well really stupid. Patterns like the fur really should be made available across all types of 'boots' that can take them.


@True Metal
Co-leader of Callous Crew SG. Based on Union server.

 

Posted

I find the animal pack as current base to be a good start. But you cannot rightfully call it an "animal pack" without including more than 3 types of animals (cat, wolf, bird). I honestly feel cheated and ripped off here. And only about 4 patterns for each animal is just sad. An idea for improovement here would be to add more patterns, like house cat patterns. Or add a dog costume, maybe a frog or lizard, or turtle (not ninja turtle). I think an Assassin Gerbal would be highly entertaining. Or a heroin addicted rabbit with fleas lol....

As for the beast run, the run itself is fundamentally good, would be nice to maybe be able to choose two legged or four legged idle stances. But the primary fault im finding here is the actual jump animation. Its from beast to man beast, and is really only decently designed for those of us who feel a little werewolfie. Other than that, that particular jumping animation just does NOT "mesh" with a real animal in any regard. I just cant make a jungle cat who jumps like a man. I wanna see it jump and pounce like a cat playing with a string. Would love to see a butt wiggle before a pounce maybe.

overall, ill give the animal pack a 7 of 10 based on effort and decent starting foundation. Now lets see if they even attempt at improoving it, or if this is just another idea thats blown off.

(Also, i vote we get a new base item that allows us to use the market to buy, sell, or store items. Wouldn't be all that difficult really because the same activation engine runs the vaults in the bases. Just need a specific item thats new programed to interact EXACTLY the same way the interaction programiing works on the market employees in the game. Its the same codec. This would creat two positive things for the player base:
1.) Create an easier and less time consuming job of storing and crafting and selling items in or out of base. ie isntead of constantly waiting for zoning times through muiltple zones to accomplish only 1 goal.
2.) Deminish the world map lag due to an over flow of players in one space at one time. they can each handle their market working in the peace and quiet of their own base. Because the garbage that is AE (which has destroyed any symblance of what the game used to be) is already causing enough bulk and overflow of players in main zones such as atlas or cap au diable. )

And the Incarnet system is absolutely doomed to completely break every character in this game that has ever existed. UNLESS, the devs completely eliminate the deminishing returns system. What they are doing currently is providing people the means to make all their years of toiling into their favorite toons obsolete in every way. Because anyone who has had this game long enough to really matter at this point all has toons with "builds" of various different cost levels. The new stats introduced by incarnet only resist at max 1/3 of deminished returns. that means specificly that your toon, thats already built and is awsome for what you want it to do, has 2/3 of 33% whatever pushing them over into deminishing returns the moment the thing is slotted. So, if your actually smart about it, youll leave ALL the higher level incarnets alone, take only the lower level ones (at most), and be 100% better than the guy with a 4 billion dollar build and all the teir4 incarnets.
THEY HAVE BROKEN THEIR OWN SYSTEM.

Basically, the devs need to decide whether to keep their new babies, or keep the old mess they keep breaking because there isnt anyone left that was an original programmer for this game. And there wasnt very good notes left by the originals anyway (so i've heard)


 

Posted

Quote:
Originally Posted by Vayek View Post
I find the animal pack as current base to be a good start. But you cannot rightfully call it an "animal pack" without including more than 3 types of animals (cat, wolf, bird). I honestly feel cheated and ripped off here. And only about 4 patterns for each animal is just sad. An idea for improovement here would be to add more patterns, like house cat patterns. Or add a dog costume, maybe a frog or lizard, or turtle (not ninja turtle). I think an Assassin Gerbal would be highly entertaining. Or a heroin addicted rabbit with fleas lol....

As for the beast run, the run itself is fundamentally good, would be nice to maybe be able to choose two legged or four legged idle stances. But the primary fault im finding here is the actual jump animation. Its from beast to man beast, and is really only decently designed for those of us who feel a little werewolfie. Other than that, that particular jumping animation just does NOT "mesh" with a real animal in any regard. I just cant make a jungle cat who jumps like a man. I wanna see it jump and pounce like a cat playing with a string. Would love to see a butt wiggle before a pounce maybe.

overall, ill give the animal pack a 7 of 10 based on effort and decent starting foundation. Now lets see if they even attempt at improoving it, or if this is just another idea thats blown off.

(Also, i vote we get a new base item that allows us to use the market to buy, sell, or store items. Wouldn't be all that difficult really because the same activation engine runs the vaults in the bases. Just need a specific item thats new programed to interact EXACTLY the same way the interaction programiing works on the market employees in the game. Its the same codec. This would creat two positive things for the player base:
1.) Create an easier and less time consuming job of storing and crafting and selling items in or out of base. ie isntead of constantly waiting for zoning times through muiltple zones to accomplish only 1 goal.
2.) Deminish the world map lag due to an over flow of players in one space at one time. they can each handle their market working in the peace and quiet of their own base. Because the garbage that is AE (which has destroyed any symblance of what the game used to be) is already causing enough bulk and overflow of players in main zones such as atlas or cap au diable. )

And the Incarnet system is absolutely doomed to completely break every character in this game that has ever existed. UNLESS, the devs completely eliminate the deminishing returns system. What they are doing currently is providing people the means to make all their years of toiling into their favorite toons obsolete in every way. Because anyone who has had this game long enough to really matter at this point all has toons with "builds" of various different cost levels. The new stats introduced by incarnet only resist at max 1/3 of deminished returns. that means specificly that your toon, thats already built and is awsome for what you want it to do, has 2/3 of 33% whatever pushing them over into deminishing returns the moment the thing is slotted. So, if your actually smart about it, youll leave ALL the higher level incarnets alone, take only the lower level ones (at most), and be 100% better than the guy with a 4 billion dollar build and all the teir4 incarnets.
THEY HAVE BROKEN THEIR OWN SYSTEM.

Basically, the devs need to decide whether to keep their new babies, or keep the old mess they keep breaking because there isnt anyone left that was an original programmer for this game. And there wasnt very good notes left by the originals anyway (so i've heard)
Dejavue... Cross posting is against the forum rules. Should have asked to have this post from Technical bugs moved to here instead of posting twice.

Incedentally, I think your still wrong.


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Quote:
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Posted

Quote:
Originally Posted by Samuel_Tow View Post
It's staggering to me that this wasn't done before release. Why was the pack on Test to begin with if none of the feedback we gave was considered?
Slap it together, throw it onto test, and if it doesn't crash everyone push it live. Feedback is for pointing and laughing at.


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Farewell is like the end
But in my heart's the memory
And there you'll always be
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