When will we get to customize/recolor Hasten?
Soon™
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Not going to happen.
Never.
Devs are too busy with Incarnate stuff from now till the servers are down forever.
No way they can finish power customization for APP/PPP, Power pools, HEATs and VEATs (and hey, Masterminds).
Pity, this is on my top 3 wishlist:
1. Character model overhaul.
2. Finish power customization.
3. New powersets!
never, just to spite you asking non-stop.
in reality - hopefully in a few issues. although they could surprise us, but i think something like that would be leaked out of whichever the next beta is, just because everyone wants it so badly.
me, eh. its fine. i know when i have hasten up :P.
50: Ill/Kin(A+,R,J)-1047 badges RE/Dark(A) Fire/Elec Warshade BS/Regen Necro/Poison Ice/Fiery(A+) Son/Son Bane(A) FM/DA(A) DM/Nin Grav/Icy
lvling: Inv/EM DM/Sheild Arch/MM Bane NW Elec/Earth Grav/Elec Elec/FA Rad/Ice
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The noise bugs me more than the vfx.
The devs have said that there's some kind of odd way the graphics were originally coded that makes it a lot harder than it sounds to allow customizing the power pools, since they wern't originally designed for it. Something to do with the UI and it requiring them to tear out good chunks of it to rewire how it all works.
Simply put, it's a lot of work and while they hope to get to it, other things take higher priority.
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When Hasten becomes an Incarnate power, obviously.
Not going to happen.
Never. Devs are too busy with Incarnate stuff from now till the servers are down forever. No way they can finish power customization for APP/PPP, Power pools, HEATs and VEATs (and hey, Masterminds). Pity, this is on my top 3 wishlist: 1. Character model overhaul. 2. Finish power customization. 3. New powersets! |
The other front is conversion of the Pool Power animations into tintable versions. BAB said each one had to be done individually and there was no was to automate it. It was as time intensive and doing new ones from scratch. So, I don't know where they are in getting this done.
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I would be happy with a no FX option for pools, even armors like fire, elec...
Custom from Hasten golden bubbles of doom to green bubbles of doom is not fixing it for me.
We already have too damn many FX, toogles, buffs, inspirations already going on. Now even more with Incarnates. We should be able to turn some off.
And I dont want to lower the Particle thing... I like to see the FX in my blaster, but sometimes my natural scrappers looks like a Xmas tree.
I would be happy with a no FX option for pools, even armors like fire, elec...
Custom from Hasten golden bubbles of doom to green bubbles of doom is not fixing it for me. We already have too damn many FX, toogles, buffs, inspirations already going on. Now even more with Incarnates. We should be able to turn some off. And I dont want to lower the Particle thing... I like to see the FX in my blaster, but sometimes my natural scrappers looks like a Xmas tree. |
this
No one goes there anymore, it's too crowded...
"The potato goes in the FRONT."
A "No-FX" option for pool powers gets my vote as well, even if it's the "FX in PVP Only" version like some of the other sets got (Regeneration for one).
Since we're wishlisting, I'd like every aura that does insignificant stuff to not show at all.
Does Sprinting really need an aura? Does a 5% def bonus really need an aura.. even in PvP?
Large scale fights already become a big white cloud of blinding light due to the overlap of so many powers and auras. There is no need for everything to have an aura, not even in PvP ("Run! I can see he has 5% Defense bonus!!")
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A "No-FX" option for pool powers gets my vote as well, even if it's the "FX in PVP Only" version like some of the other sets got (Regeneration for one).
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It would open up a world of possibilities for people to play sets they would otherwise be turned away from because of the visuals.
In my case, Fire Armor and Thermal Radiation. I hate the fire effects. Like I HATE them. So much so that I've been tempted to ask a thermal not to shield me because of it, though I don't for the good of the team. I dislike them So much that no matter how awesome a build I can come up with or how much fun the sets could potentially be, the fire effects on the body ruin it for me completely. I will never play those sets. Now, if we had an FX in PVP Only option for the toggles and shields, I would probably have several of them at 50 by now because I love how they work mechanically.
Also. the Super Speed animation and the aura on flight. C'mon, can we get rid of that flight aura already?
I really wish they'd focus on this... I mean I know incarnate stuff is the new shiny... but if they always have "something new to focus on" we'll never get any of this far overdue stuff done.
Not being able to customize the pool and APP powers can really detract from the cohesiveness of a character's look.
Hell if they showed me what to do I'd do all the coding myself free of charge :P
Jem - Ill/Rad Controller Lv 50+3 Nic - Mind/Psi Dominator Lv 50+3 Lady Liberation - Invuln/SS Tanker Lv 50+1 Invicitx - Demon/Pain Mastermind Lv 50+1 Celeste - Emp/Arch Defender Lv 50+1 Nightsilver - DB/WP Scrapper Lv 34 Dusk Howl - StJ/Regen Brute Lv 32 Kyriani - Time/Energy Defender Lv 41Psifire - FF/Psi Defender Lv 50
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No FX on hasten and superspeed I would love. I really hate how the glowy part of super speed when standing or jumping mostly. I rather have it only stayed when actually running. Ah well...one can dream...
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@Lyrik
I agree that a No FX or PVP FX Only option for Hasten and Super Speed would be my preferred choice. I do realize that there's quite a few power pools and adding customization options for them all probably would be a reasonably significant undertaking, which is why I focused on Hasten particularly because it's simply one of the brightest, most noticeable, and most commonly taken powers around. I'd be amazed if there weren't at least 50% of all characters in active play using it, and I can say personally that about 95% of my own do.
That said, I would be very curious to hear more about why it's supposed to be so difficult. I'm not trying to be overly critical, I admit I have little idea how their engine works under the hood, but I'm just curious. I'm a programmer and designer myself with experience in OpenGL/D3D coding, networking, game engine design, etc etc. The fact that there are so many powers in this game, the majority of them colorable in some fashion, makes it seem strange that there'd be a handful of powers that are so hardcoded that they can't be touched at all. If it were merely a problem of the textures being pre-colored orange or whatever, that wouldn't be any trouble at all to greyscale them out and add a tintable flag, so I can only assume there's some kind of more low-level problem, like perhaps separate ordered lists of tintable and non-tintable power IDs that would be thrown out of whack if any of them were changed... I dunno. Would be interesting to learn more though, as unlikely as that'd be.
Ah well, guess we'll see.
That said, I would be very curious to hear more about why it's supposed to be so difficult. I'm not trying to be overly critical, I admit I have little idea how their engine works under the hood, but I'm just curious. I'm a programmer and designer myself with experience in OpenGL/D3D coding, networking, game engine design, etc etc. The fact that there are so many powers in this game, the majority of them colorable in some fashion, makes it seem strange that there'd be a handful of powers that are so hardcoded that they can't be touched at all. If it were merely a problem of the textures being pre-colored orange or whatever, that wouldn't be any trouble at all to greyscale them out and add a tintable flag, so I can only assume there's some kind of more low-level problem, like perhaps separate ordered lists of tintable and non-tintable power IDs that would be thrown out of whack if any of them were changed... I dunno. Would be interesting to learn more though, as unlikely as that'd be.
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It's already been said, but close to a year and a half after the feature was green-light. I couldn't tell you how exactly much of that period of time went into actual work on power customization. It was more start-stop as the tech was created around it, and we had to work on content for other issues. But, I believe our first working prototype powers were for Fire Blast and according to the revision history, that goes back as far as 5/15/2008.
There was also time spent on creating and refining tools and scripts to process the monstrous amount of data before we even dug in and started manipulating that data by hand. One of our programmers wrote a python script that parsed through power definitions, collected all of the animation/FX scripts associated with each power, dug in those and found all of the FX scripts and all of the particle scripts, copied everything over to a separate location (where they could be changed without affecting the original FX/Particle scripts), and renamed/relinked all of these things. That script alone made this feature possible. It took me literally about a week to manually prepare a single powerset consisting of 9 powers while the script could crunch through an entire Archetype in a matter of minutes. Ultimately, we ended up with 1,200+ customizable powers (counting duplicates across multiple ATs), 2400+ FX scripts, and 6,700+ particle scripts. Every single one of which was at one point edited by hand. As a feature, it's got a much longer history than even that. I did a lot of fruitless experimentation around the same time as weapon customization. There's also some code in the FX script for hue shifting that pre-dates Issue 8 (when I started). I don't know all of the reasons why Cryptic didn't want to move forward with it at that time or when exactly they made that decision, but ultimately we ended up taking a very different approach to the whole system. [edit]I should have thought about this before, but all the work with the power FX/particle scripts was only one portion of this whole system. There was also design work done in terms of what the experience of customizing powers should be like, what the costs would be, how the interface would work, lots of back end work to store that data on characters, get those customized FX from the server to everyone's client, and of course the whole power customization window interface integrated into the new character creation workflow. Every player power definition was updated to reference these new visual FX scripts, we got new blend modes for the particle system to make using the 'dark' themes more intuitive, work was done to make customized FX work in demorecords, the list goes on and on. All together there were a half dozen people who contributed a serious amount of work into this system and as we approached the launch of I16 many more joined the effort to get it birthed. And we've only done primary and secondary powers. |
Fun facts:
To date, power customization for Primary and Secondary player powers has involved
I'm still trying to nail down an exact date for when we started working on this, but so far the earliest reference I can find is from a document created in March of 2008. I know there were some meetings before that document was made, but I can't find the date or meeting notes from the initial "Lets do this!" meeting, which I would consider the official start of this massive undertaking. Unofficially, I've been trying to figure out ways to do it since around Issue 11, but every idea involved new tech and a tremendous amount of data parsing...two things that simply would have never happened back then with the size of our team. Obviously, we haven't been working 100% on this since we started. A bit here, a bit there...time taken for other Issues, bug fixes, booster packs, etc. But we've been working on it pretty focused for the last 6-8 months. |
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aren't those quotes like 2 or 3 years old now? I mean like... even if its done a little at a time... thats quite a bit of time... they really couldnt get that squared away by now?
The longer it waits the more likely it ends up on that back burner where bases currently simmer -_-
Jem - Ill/Rad Controller Lv 50+3 Nic - Mind/Psi Dominator Lv 50+3 Lady Liberation - Invuln/SS Tanker Lv 50+1 Invicitx - Demon/Pain Mastermind Lv 50+1 Celeste - Emp/Arch Defender Lv 50+1 Nightsilver - DB/WP Scrapper Lv 34 Dusk Howl - StJ/Regen Brute Lv 32 Kyriani - Time/Energy Defender Lv 41Psifire - FF/Psi Defender Lv 50
Star Lighter - LB/LA Peacebringer Lv 30
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Thank you Devs & Community people for a great game.
So sad to be ending ):
aren't those quotes like 2 or 3 years old now? I mean like... even if its done a little at a time... thats quite a bit of time... they really couldnt get that squared away by now?
The longer it waits the more likely it ends up on that back burner where bases currently simmer -_- |
Last I heard, it wasn't on the the 'to do' list.
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And large-scale fights seem to be the wave of (league of) the future.
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It has to be prioritized to be done. BAB did a lot of that on his own downtimes.
Last I heard, it wasn't on the the 'to do' list. |
Not for nothing but where's the developer pride in producing a quality product? Just leaving things unfinished to move on to a new shiny is just a dreadful work ethic imo.
Jem - Ill/Rad Controller Lv 50+3 Nic - Mind/Psi Dominator Lv 50+3 Lady Liberation - Invuln/SS Tanker Lv 50+1 Invicitx - Demon/Pain Mastermind Lv 50+1 Celeste - Emp/Arch Defender Lv 50+1 Nightsilver - DB/WP Scrapper Lv 34 Dusk Howl - StJ/Regen Brute Lv 32 Kyriani - Time/Energy Defender Lv 41Psifire - FF/Psi Defender Lv 50
Star Lighter - LB/LA Peacebringer Lv 30
Actually, with the Incarnate Powers showing up in the Tailor Window indicates they've made progress on the one of two fronts in making Pool Powers customizable, namely, the UI.
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Can we just change colors on Cryonic? Or what am I doing wrong?
There's a scroll bar on the left.
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I mean, come on.
Just do it already.
Come onnnnnn.
Geez.