Did Some Research And...


Aett_Thorn

 

Posted

Sorry, can't post in other sections cause not VIP but--

I fell in love with the DP Powerset and made both a Corr and a Blaster, like the DP/Kin Corr much better.

I have read through many threads in these forums and I found out a few things concerning DP based on most of the posts-

1. Either ppl love the animations or hate them

2. Redraw is annoying

3. The secondary effects of the Swap Ammo power are so weak they are useless.

IMO this is a simple fix for the Devs-

1. The animations make this set so leave them alone.

2. Get rid of redraw and let the toon cast secondaries with the guns in hand, reallynot a big deal to change this and it would really help the slower secondaries.

3. Give the ability to slot enhancements in the three types of ammo gained from Swap Ammo, this would allow these weak secondary effects to be buffed and thus make them actually useful.

I think that you could really just go with making number 3, being able to slot the Swap Ammo power just makes so much sense.

Just my opinion tho :0)


 

Posted

Quote:
Originally Posted by Ridia View Post
IMO this is a simple fix for the Devs-

1. The animations make this set so leave them alone.

2. Get rid of redraw and let the toon cast secondaries with the guns in hand, reallynot a big deal to change this and it would really help the slower secondaries.

3. Give the ability to slot enhancements in the three types of ammo gained from Swap Ammo, this would allow these weak secondary effects to be buffed and thus make them actually useful.

I think that you could really just go with making number 3, being able to slot the Swap Ammo power just makes so much sense.

Just my opinion tho :0)
1) Alternate animations, there's no reason why they can't alter them and not keep the existing ones.

2) Redraw is more complicated than that, supposedly.

3) Being able to slot /each/ Swap Ammo power would disrupt the number of slots available to to each toon, giving more slottable powers disrupts balance. If one could be slotted that would be different, but what would slot it with. It doesn't cost end or have a rchg.


 

Posted

If there were alternate animations to the ridiculous flippy, spinny, Michael Jackson dance moves they have currently, I might actually play that power set. I like the idea behind it and can come up with lots of concepts for characters. None of them do that stupid spinning garbage though. I mean, seriously...could anyone ever take Randolph Scott seriously as a Western hero if he was dancing during a gunfight? Even Gene Autry, the Singing Cowboy himself, didn't debase himself like that. And we've all seen the shirts he wore in his movies. They make Michael J. Fox's shirt in Back To The Future 3 look tame.


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Posted

I *like* the animations, but I'd find them too Gun Kata oriented for a number of concepts.


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-- The Fox and the Hound

 

Posted

I just recently started my first DP. Finally found a concept that could work with the GunFu.

Question though, is Swap Ammo supposed to have an animation? Just curious if it's a bug or not.


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Posted

A: A lot of animations wouldn't work with the guns in hands, and would require reworking.

B: Letting an animation work both with weapons and without is difficult and hard on the system.

C: Why would Dual Pistols be singled out? Why not the other weapon sets? ANd every one means more work and more load on the game.


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PPD & Resistance Epic Archetypes

 

Posted

To expand on why there is redraw with any weapon set:

Drawing a weapon puts you in a different combat mode than normal. To go back to the other powers, you have to go back to the normal mode, unless the other powers share the combat mode (such as Archery and Trick Arrow). To make the other powers work in Dual Pistol's combat mode, you'd need to redo each animation 6 times. Why 6 times? One for Female, one for Male, one for Huge, one for Female flying, one for Male flying, and one for Huge flying. So for EACH power, you'd need to redo 6 animations for every weapon set you'd like to do this to.

So, to make a set work with one weapon powerset would require as much work as creating a whole new powerset.

Let's look at Corruptors, who have 12 Secondary powersets and 8 Ancillary pools (plus 9 Power Pools). That is a total of [(12 * 9) + (8 * 5) + (4 * 5) + (5 * 4)] * 6 = 1128 animations. So, to make this work for JUST Dual Pistols would take as much work as making 125.3 new powersets.

Which do you think is more worth it?


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Posted

Quote:
Originally Posted by Ridia View Post
3. The secondary effects of the Swap Ammo power are so weak they are useless.
Sorry couldn't hear you over the sound of Reactive Interface and Fire Ammo combo being awesome.




Quote:
Originally Posted by Aett_Thorn View Post
To expand on why there is redraw with any weapon set:

Drawing a weapon puts you in a different combat mode than normal. To go back to the other powers, you have to go back to the normal mode, unless the other powers share the combat mode (such as Archery and Trick Arrow). To make the other powers work in Dual Pistol's combat mode, you'd need to redo each animation 6 times. Why 6 times? One for Female, one for Male, one for Huge, one for Female flying, one for Male flying, and one for Huge flying. So for EACH power, you'd need to redo 6 animations for every weapon set you'd like to do this to.

So, to make a set work with one weapon powerset would require as much work as creating a whole new powerset.

Let's look at Corruptors, who have 12 Secondary powersets and 8 Ancillary pools (plus 9 Power Pools). That is a total of [(12 * 9) + (8 * 5) + (4 * 5) + (5 * 4)] * 6 = 1128 animations. So, to make this work for JUST Dual Pistols would take as much work as making 125.3 new powersets.

Which do you think is more worth it?
How would secondary powersets come into play in one powerset's animations? And they aren't any different between archetypes either. It's still a lot of work, you're right about that, but you're sort of exaggerating.

Edit: Of course we could always just raise the damage on DP instead of redoing the animations. I admit, though, the flashy animations are a bit much on more "serious" toons.



http://www.virtueverse.net/wiki/Shadow_Mokadara

 

Posted

Quote:
Originally Posted by ShadowMoka View Post

How would secondary powersets come into play in one powerset's animations? And they aren't any different between archetypes either. It's still a lot of work, you're right about that, but you're sort of exaggerating.
The OP was suggesting that secondary powersets be made to work with the guns out, thereby eliminating redraw. As such, the secondary powerset's animations would need to each be remade to work with the guns out.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

Quote:
Originally Posted by Aett_Thorn View Post
The OP was suggesting that secondary powersets be made to work with the guns out, thereby eliminating redraw. As such, the secondary powerset's animations would need to each be remade to work with the guns out.
Buh?


D'oh.

Must've read over that. My bad. Yeah that's just ridiculous.



http://www.virtueverse.net/wiki/Shadow_Mokadara

 

Posted

People don't want to get rid of the Gun-fu animations for Dual Pistol, they just want alternate options. Players want to make cowboys and gangsters who just, you know, stand there and shoot rather than jump and flip all over the place.

And the thing is, the "stand there and shoot" animations are already in the game, for both players (the Thugs powerset for Masterminds uses dual pistols for its attacks) and NPCs (the Gunslinger, from the Malta enemy group), so people aren't asking for new animations, but for already-existing animations to be given as an option for the new powerset.