Statues
Some have plaques at the bottom explaining their significance and some are just... overused (I'm staring at you statue lady with the pointy things coming out of her head.)
They are for decor but I wouldn't mind seeing some of them replaced with something else or at least upgraded/revamped.
They are for decor but I wouldn't mind seeing some of them replaced with something else or at least upgraded/revamped.
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Oh who am I kidding that's a silly idea they would never do that! Or they would and it would involve Twiter some how...
Statues based off of players has been pooh pooh'ed before - and for good reason. Imagine sore losers having to be constantly reminded that their character didn't become a statue.
Rather, I'd prefer to see statues of different types (I hate modern sculptures but even those would breathe some life into the zones vs the old cement mold statues we have.)
Oh? What like a contest with players? And the winning player gets their costume/character made into a statue? (It would be easy all they are is Up scaled static NPC's)
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There is nothing *easy* about changing world fixtures.
Ramble: It's tends to grind game developers gears when people make statements that "such and such would be easy..." without understanding the full impact or scope of work of said changes.
Andy Belford
Community Manager
Paragon Studios
FPARN
How do you really feel?
On behalf of our Environment Art team...
There is nothing *easy* about changing world fixtures. Ramble: It's tends to grind game developers gears when people make statements that "such and such would be easy..." without understanding the full impact or scope of work of said changes. |
Mutter.. Grumble... Darn POS, backward, OpenGL, out of date, Cryptic engine.
To be fair I was only thinking about making the statue it self. Which appear to use the same model as the costume parts with a rock/granite texture applied. IT may also be baked into one piece. That much should be easy. I totally forgot about issues that might crop up placing it in the world-space, although if its that much of an issue it tells me that you guys need better dev tools. Maybe some sonic ones, eh?
Hey, there is nothing wrong with using OpenGL - sure it isn't updated as often as Direct X but you can make a game look pretty good with it.
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Ten posts in...well, I suppose if the Peregrine Island statue had a known official name, it would've been brought up by now. Methinks that that answers that, at least in a roundabout way.
You must learn all forum posts go astray.
Some sooner than others.
So, I am now Catwinning this thread.
"You don't lose levels. You don't have equipment to wear out, repair, or lose, or that anyone can steal from you. About the only thing lighter than debt they could do is have an NPC walk by, point and laugh before you can go to the hospital or base." -Memphis_Bill
We will honor the past, and fight to the last, it will be a good way to die...
I'll always be a "Champion" at heart. My server away from home.
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Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!
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Mutter.. Grumble... Darn POS, backward, OpenGL, out of date, Cryptic engine.
To be fair I was only thinking about making the statue it self. Which appear to use the same model as the costume parts with a rock/granite texture applied. IT may also be baked into one piece. That much should be easy. I totally forgot about issues that might crop up placing it in the world-space, although if its that much of an issue it tells me that you guys need better dev tools. Maybe some sonic ones, eh? |
Edit: Also, i'm not sure what OpenGL specifically has to do with editing the game world unless that was just a random "lulz@OpenGL" tossed in for extra denigration. Seriously, not a coder here, so i don't know how relevant the use of OpenGL is to editing zone geometry. Just because it seems irrelevant to me doesn't mean it is. Anyone?
Dr. Todt's theme.
i make stuff...
Ugh. Please tell me you work on MMOs or some similar sort of 3D game world building occupation. Otherwise you remind me of people i deal with in daily life who think some things are easy because they know just enough about the abstract concepts and techniques of doing something to think that it's all easy to do in no time at all. And it's not a matter of outdated engines per se. Even things that seem straightforward and simple when you look at the basic design specs can involve many, many hours of work to actually execute.
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Yea, I'm one of those people ya got me. And I get that things can take many hours of work but what I said was based off of a lot of the things they said over the years. About how its easier to make a new zone than to re-make an old one and how slowly we get new mission maps for things like paper/radio missions. Really does sound like map editing is harder than it should be.
Still at then end of the day, I know NOTHING. And you can quote me on that.
(I may still argue my point tho, see sig.)
But can't they just whip up a fresh batch of code? That seems pretty easy to me.
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Furthermore, while some bits of coding are simple (see: Hello World!) other bits of coding are much more complex and require days or weeks to really get functioning properly. So if at a conservative estimate we say it takes two days for a "change the statues" code to be built at every iteration, you've got two days to build it, then some time passes to see if/where it interferes with the pre-existing code. Then you need to go back to the drawing board and rebuild it, possibly using another two days (though hopefully you'll have gotten enough right the first time that you'll merely be modifying the original product...but you can't count on that.) This cycle repeats itself through a number of tests, and if it finally appears ready then it can be subjected to Beta Testing where the players can/will break it, prompting you to rebuild it some more and find a new thing that'll work in a new way with hopefully the same result that'll be harder for the players to break. This cycle will also repeat itself until you finally have some code that you can declare to be "done." (Ignoring the very real possibility that, a few weeks after it being "done", players stumble onto new ways that it's broken, at which point you rebuild it yet again, assuming you haven't been put onto a different project by then. It may have to simply be "done enough.")
Now, this process is applied to absolutely every batch of new code that the developers whip up, and it uses a lot of employee time and resources to work on projects like that. Different issues are more significant to the game world than others, and so they need to prioritize how they're using their developer time. Will players have more fun in the game if they get a new power set? Almost certainly. Will players have more fun with new costumes? You bet! Will players have fun with a new zone or new stories? You bet they will.
Will players have fun if we take out some of the old statues and put in new ones? Well...maybe. I'm sure some players will appreciate it. Other players won't notice it at all. And, of course, then you'll get the players who get angry about the change being made to the game. They liked that statue, dangit, it was one of their favorite bits of scenery. Their character was going to fight a friend's character in front of that statue at the next part of their unfolding roleplay, it was symbolic.
Ultimately, the devs need to triage their projects. As such, most games wind up with a long laundry list of things that'd be really neat to see changed that, ultimately, can't ever happen, or at least won't ever happen, because there aren't enough hours in the day for devs to work on them all.
tl;dr version: whipping up new batches of code is tricky business.
Cyber the code that interacts with your sarcasm detector isn't working.
Really does sound like map editing is harder than it should be. [/SIZE]
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I wouldn't be shocked if lots of their development tools are largely undocumented, with no one around that originally developed them (thanks at least in part to when Cryptic moved most of the development team off CoH). We know NCSoft/Paragon has put at least some money into improving them, as, IIRC, Mission Architect was actually a byproduct of a new tool to develop missions without going through as much effort as their older tools took.
Considering how fast recent development has been, I'd actually be a bit surprised if it was purely due to expansion of the development team. Major revamps have happened to the game's engine, so likely the tools used have seen some lov'n as well.
Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!
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IMO, people who spend all their time farming AE missions should get a monument of their own, but not of their character. Of an anonymous tombstone hidden in the glass windows of the AE buildings, visible only from the inside and only for characters that have not logged off or left the buildings for 24 hours or more.
WHO FARMED HIS WHOLE LIFE AWAY
HE BOUGHT THE FARM
HERE LIES AN HERO
WHO DENIED HIMSELF HIS REST
HE RESTS IN PEACE
YOU ARE A HERO
WHOSE LIFE IS NOT YET OVER
PLEASE GO OUTSIDE
Friends don't let friends buy an ncsoft controlled project.
If it was DirectX I could use IZ3D to play in anaglyph stereo mode. That would make me happy.
And it runs terrible and it's unoptimized too. The game would run better and be less system demanding if it was direct x.
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(even then, not really... they just have bad drivers in general)
The official OGL spec hasn't been updated as frequently (although things have greatly improved), but new features can be added via vendor extensions until the functionality can be standardized (similar to how modern advances in the web are occurring). OpenGL is also the only option if you want to do development for OS X, Linux, PS3, PSP, Wii, 3DS, Android, iOS, and basically any other platform that isn't named 'Windows', 'Xbox', or 'Windows Phone' (with the latter two being the only platforms that are DirectX-exclusive).
Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!
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Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound
Out of curiosity, do all the major statues in the game have names or stories behind them? Some of them clearly do (M1, Cassiopeia, Atlas, that one heroine who didn't like her statue and might have been responsible for the disappearance of its designer, etc.) but there are a few that I can't find.
Case in point, some quick searches in google and the paragon wiki don't tell me the name of the giant statue in Peregrine Island (was she a hero named Peregrine?) Also, I'm fairly certain that the statues around Arenas don't have names...but then again, I don't know that.
Anyway, just idle curiosity.