Things that Bug Me About the Animal Pack


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Posted

I was in a discussion with a friend last night about the Animal Pack. Both of us have animal themed characters and both had bought the Animal Pack. I always try to take into account that there's simply no way with limited resources to please everyone. However, I was surprised at the number of complaints we had in common. A lot of the conclusion we came to was that a great deal of the pack seemed simply unfinished... like the developers had lost interest half-way through or that 'too much' was going into it for the money, so they stopped features mid-development rather than carry through.

I'm certain that at least some of these complaints have been mentioned before, but I'd like to point out things that really bother me about the Animal Pack, particularly in the way the features don't feel complete.

- Mouths do not close all the way on the cat and dog faces.: Like humans, cats and dogs of all sizes keep their mouths closed unless they are eating, breathing, or vocalizing through them. The cat and dog faces in the animal pack are supposed to be 'threatening', I suppose, but what they really look like is that they have overgrown teeth or are seriously overheated and panting.

- The facial bone sliders don't affect the facial features. This is bad, but not nearly as bad as the fact that...

- Animal heads are MUCH smaller than the human heads, even with the 'Head' scale sliders all the way out. With the possible exception of the minotaur head, all the heads need to have a maximum size that is at least twice or three times what it currently is.

- Animal heads can't be used with any existing hair. My friend mentioned that he worried that the 'Anti-Furry' crowd was the source of this, but I think it's just incompleteness.

- Bird Heads have only hooked beaks. Hooked beaks are limited mostly, but not entirely, to predatory birds and are used for tearing or cutting meat. There are no straight or flat beaks.

- There's no striped texture for the tails despite everything else having a striped texture. Even the new striped texture invented just for this pack isn't applied to it. Why would you not do this?

- Animal Feet can only be used with the 'Monstrous' legs. This is one that can MAYBE be put down to animation issues, but it still seems like a pretty huge gap. Look at a cat or dog's FRONT legs for an example of the way straight digitigrade paws should look if you're going for perfect anatomical perfection... which doesn't seem to matter in the rest of the art.

- There is no fur texture for hooved feet. Again, you guys developed a new fur texture and didn't apply it to all the existing animal feet? Why?

- 'Skin' texture for Cat Claws does not actually remove the fur from the claws. Why not? Furless claws don't exist, but furless hooves do?


"Hay, I'z not furles. I'z hypoallergenick!"
- Changing the color for the fur on the cat claws feet also changes the claw color. This seems like sloppiness on the part of the texture artists. I can't have black fur but then have perfectly white claws... like real animals often do. It's like that second color button for texture masking isn't even there.

- There's no 'Four on the Floor' stance and Beast Run leaves you standing on your hind legs. Beast Run is, in my opinion, the best part of the animal pack. However, when you use it and don't run, it leaves you in a 'ready' stance rather than a 'prowling' stance. The closest you can get is the 'crouch' emote.

I like the Animal Pack. It's an okay pack. However, the state its in seems sloppy and incomplete. It could have been good or even awesome, but it's not.


 

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My main gripes are the aforementioned problems with the heads and the fact the new feet are too spindly unless using a bulked up huge model. Which then makes the rest of the body look rediculous. Sadly.

It's good, don't get me wrong. I'd just like a few tweaks is all =/


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I could do a point for point response, but it's not worth to do so.

Basically all your complaints are the result of:

Engine limitations,
Time limitations
Cost/Benefit limitations.

Sorry dude there is just not enough time in the world to have made a pack that would clear that list of yours.


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Posted

Quote:
Originally Posted by Test_Rat View Post
I could do a point for point response, but it's not worth to do so.

Basically all your complaints are the result of:

Engine limitations,
Time limitations
Cost/Benefit limitations.

Sorry dude there is just not enough time in the world to have made a pack that would clear that list of yours.
Hogwash. If the old junky monstrous heads can get the comparitive size mostly right (and not suffer from 'sinking into the neck' like the wolf head does), then why couldn't they get it right on these? Did someone lose their scaling reference or something?


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Originally Posted by Techbot Alpha View Post
Hogwash. If the old junky monstrous heads can get the comparitive size mostly right (and not suffer from 'sinking into the neck' like the wolf head does), then why couldn't they get it right on these? Did someone lose their scaling reference or something?
Head size conceded, but was likely time constrained, they could also have run out of poly budget.


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Posted

Quote:
Head size conceded, but was likely time constrained, they could also have run out of poly budget.
How does that affect the texture issues? Once the texture maps are already developed, why not apply them to everything that they can be applied to? There's not much of a time issue there at all, and the NCSoft developers have never seemed to worry about blowing the polygon count before.


 

Posted

Quote:
Originally Posted by Test_Rat View Post
Head size conceded, but was likely time constrained, they could also have run out of poly budget.
The 'sinking into the neck' problem looks like an anchoring issue, namely the anchor point being set too low in comparison to how the other heads and human heads sit. The size should be easy to fix, namely just scaling the part up. Having worked with 3D software before and such, I honestly don't see it being that hard. Like I said, the old monstrous heads had the placement and size mostly pat down. They just looked hideous, while the new ones look great...but do everything else wrong, sadly.

The scaling issue does for the new feet, too.


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Posted

The only glaring omission I really want to see adressed is the animal fur texture being made available for *flat* feet. It makes no sense whatsoever for a catpersons bare feet to have HIGH HEELS.


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Originally Posted by AmazingMOO View Post
Animal heads can't be used with any existing hair. My friend mentioned that he worried that the 'Anti-Furry' crowd was the source of this, but I think it's just incompleteness.
I think the reason for this is actually the fact that it would potentially clip either with the head itself or with manes. Personally I think adding a limited selection of the existing hairstyles (specifically the ones that didn't clip) to the "mane" category (i.e. you can have hair or a mane) would have been a nice compromise although I'm not sure how that would have looked.

In particular having some hairstyles would allow for a more feminine look, currently there isn't really anything to distinguish between male heads and female heads (yes, I know real animals don't differentiate that way but since we're talking about anthropomorphic animals realism isn't a major concern).


 

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One thing that bugs me; on my fire/fire tank with minotaur head, breath of fire comes from between the eyes rather than the mouth :/


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Originally Posted by Adeon Hawkwood View Post
I think the reason for this is actually the fact that it would potentially clip either with the head itself or with manes. Personally I think adding a limited selection of the existing hairstyles (specifically the ones that didn't clip) to the "mane" category (i.e. you can have hair or a mane) would have been a nice compromise although I'm not sure how that would have looked.
At least one of the animal heads that I saw on test (IIRC, it was the lion head, but I seem to remember it wasn't just the one), clips fairly significantly with the chest anyway, so I'm not sure "clipping issues" is a valid when it's impossible to use the head without clipping in the first place.


 

Posted

Quote:
Originally Posted by Lazarillo View Post
At least one of the animal heads that I saw on test (IIRC, it was the lion head, but I seem to remember it wasn't just the one), clips fairly significantly with the chest anyway, so I'm not sure "clipping issues" is a valid when it's impossible to use the head without clipping in the first place.


That right there convinced me the pack isn't worth my $10.



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Quote:
Originally Posted by AmazingMOO View Post
- Animal heads are MUCH smaller than the human heads, even with the 'Head' scale sliders all the way out. With the possible exception of the minotaur head, all the heads need to have a maximum size that is at least twice or three times what it currently is.
I've had the opposite problem. Even with the head sliders at minimum, I needed to bulk up my character's physique until the head didn't look like a balloon on a string.


 

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I agree with most of this. The things I'd like to see addressed and are hopefully the easiest to address and thus added to the pack are:

1) Properly scaling heads - that way for the few people who say the heads are too big, they can scale them down (I'm not in that camp)

2) Animal Fur on flat feet and other parts that should have them.

The rest would be awesome, especially the closed mouth variants, but I don't know if we'll ever get that. =/


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My biggest complaint, is with the Engine not the animal pack.

Skin should be a category along with color. Under skin, we have Human, Zombie, Indectoid, Reptile, Animal Fur etc. This way we can wear shirts, Leather Straps, etc, and still see our "skin" underneath,


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Posted

Yeah, some of the animal heads need to be able to be scaled much larger and have the necks be a bit longer. The female heads I find more problem with this than the male heads.

That and the textures for high heel but not flat feet disparity are my biggest problems. Clipping, no biggie to me, I can work around it, better to have clipping and select what works with it instead of not getting the awesome new parts.

Great pack, love the textures and the meshes, just needs a few tweaks still.. and a part 2 and 3.


 

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I like parts of it, but the standout "I don't get it" decision was to make all 3 bird beaks raptor beaks. I would have done a curved parrot beak, a raptor beak, and a straight softbill beak.


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My main gripe is the Savage emote with no ape heads/features.


 

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Hey all,

The feedback in this thread, along with the feedback I've received in PM from some of you, has been forwarded along.

While we're extremely pleased with the positive reception the Animal Pack has had, especially in regards to the variety and quality, we definitely agree that there's always room for improvement.

Thanks all!

- Z


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Paragon Studios

 

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Originally Posted by Obsidian_Farmer View Post
My main gripe is the Savage emote with no ape heads/features.
On the bright side my Brute Orangutank can run properly now even if he still has to use a heavy cybernetics theme for his face. With an ape type head/face he would look more the part of an orangutan with a mechanized exoskeleton.

Still, i also find things like the small animal heads and lack of fur texture for flat feet and no paws for normal legs somewhat bothersome. Well, at least we still have the insectoid feet option for non-monstrous legs.


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Posted

Quote:
Originally Posted by Zwillinger View Post
Hey all,

The feedback in this thread, along with the feedback I've received in PM from some of you, has been forwarded along.

While we're extremely pleased with the positive reception the Animal Pack has had, especially in regards to the variety and quality, we definitely agree that there's always room for improvement.

Thanks all!

- Z
<Burns>Excellent.</Burns>


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Posted

Quote:
There's no 'Four on the Floor' stance and Beast Run leaves you standing on your hind legs. Beast Run is, in my opinion, the best part of the animal pack. However, when you use it and don't run, it leaves you in a 'ready' stance rather than a 'prowling' stance. The closest you can get is the 'crouch' emote.
I know this isn't a good "fix" but the "Growl" emote from the mutant pack is perfect for this and transitions almost seamlessly I have a macro set up to use it when activating beast run.


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Quote:
Originally Posted by Bounder View Post
Yeah, some of the animal heads need to be able to be scaled much larger and have the necks be a bit longer. The female heads I find more problem with this than the male heads.
This has always been a problem for Monstrous Heads for females. The new Animal Pack heads are actually a bit better to scale than the old ones, although the sliders can "almost" make them look OK.


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Posted

Quote:
Originally Posted by Zwillinger View Post
Hey all,

The feedback in this thread, along with the feedback I've received in PM from some of you, has been forwarded along.

While we're extremely pleased with the positive reception the Animal Pack has had, especially in regards to the variety and quality, we definitely agree that there's always room for improvement.

Thanks all!

- Z
Thank you very much, Z!