Durakken

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  1. Considering that i16 is introducing new animations for powers and such the code is there already. It's just a amtter of animations now from what I see.

    The biggest problem with power customization as I understand BAB is what is the problem with updating just about any software with new or altered features. You write a code and when you don't consider future developments you don't make parts able to work in a certain way so you end up having to rewrite several bits of code that are somewhat unrelated rather than 1. That rewriting of those codes leads to having to rewrite several more pieces of code and it ends up that you have to rewrite nearly the whole game.

    The only thing that needs to be altered if it isn't already the case is constants into variables and shifting all the powers' constants to a variable set in the power. If it isn't already like this then when they said they weren't going to do it less they were going to do it right they either lied or are not looking to the future which gives them a different vision for "right" or they could just be stupid, but I assume that none of these three are the case so I assume that all of wht I said should be fairly easy with what they are about to introduce.
  2. So with the power customization and the ability to swap out animations comes the fact that if willing powers can be more customizable easier.

    For example... Pistols? Why not add an animation for all the blaster powers that replaces them with a pistol animation. This can also replicate emanation points with more animations.

    Pretty simple concept and if they're cheap they could do it with very little work, like one animation combined with the old ones. So in this vein I'd like to see this used to it's full ability.
    Trick arrow -> Trick gun
    Energy blaster set -> chest blast emanation point
    ice blaster set -> Ice ray gun

    again along with this i have to question why we have different sets for different weapons for a scrapper... How bout we toss out the sets being for specific weapons and convert it to sets preserving their attributes and allow us to choose what weapon we'd like to apply them to. This allows for us to have all sorts of new weapons and such without having to balance all new sets... For example dual blade sets -> Nunchakus or Broad sword -> Spear.

    Of course, this would mean adding a new power set would be much harder due to lots of animations needed, but i'd prefer that rather than not being able to figure out a niche for a weapon so we don't get it.


    Lastly.. Mixed Power Sets... What I mean by this is that I would like sets that mix another sets together. Especially the scrapper weapon sets and the various elements. A lot of my ideas usually consist of multiple power sets in this game, but in concept they should all be in one power set. like Hammer and Earth or Electric based attacks. They just work together. Fire and Sword attacks. This would be extremely easy to do and would vastly expand on the customization with minimal effort.
  3. History of the DC Universe <- description please
  4. Durakken

    Sidekicks

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    Only the team leader gets the sidekick and yet all sidekicks seem to count as members of the team seems to a) conflict, b) push people to want smaller teams. Just as much of a problem.

    Would've been cool if it were introduced early in the game's progression, assuming the AI was better than it is currently. Fun suggestion, doubt it's happening outside of what you make in the MA.

    [/ QUOTE ]

    A sidekick wouldn't always be with the party. You can call it when your outside of a mission and when it is called it joins the party.

    I would like if the leader could call in any of the sidekicks of the team, but only one can be in a group at a time.
  5. Durakken

    Sidekicks

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    Also need to revamp difficulty for effective teams of 16+

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    #3. Only one sidekick (The leader of the group) can have his sidekick in the group

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    All sidekicks would have to be grouped as members of a team.
  6. Durakken

    Sidekicks

    This is one of those ideas that sounds a bit silly, but if you think it through I think it's a good idea.

    When I say sidekick I mean a real sidekick not just some random person who's lower level than you.

    So this is the idea...

    An AI controlled character that can accompany your main character whenever you wish. They only level when they are with you and you get to choose their powers and look.

    #1. You would have to meet a requirement or do a story arc to get this sidekick.
    #2. You cannot add a sidekick while in a mission
    #3. Only one sidekick (The leader of the group) can have his sidekick in the group
    #4. Sidekick work as though they are part of the group
    #5. The leader of the team can still sidekick while havnig sidekick

    PSU using something similar to this called Partner Machines

    The player can also set various options about the Sidekick... through commands and they would get personality traits when they are made that cannot be changed or can only change over time For example... A sidekick may have the trait of arracking head on and keep dieing. After several time this trait would change, however, if they did not die and is more successful than not at it they would keep doing it.


    Reasons for this...

    it's cool.
    Sometimes you want some back up but still be solo.
    Sometime there are just not enough people you care to group with online.
  7. It doesn't reference it. Animals are furry thus they are called furry. And being a furry is not a deviant behavior but this is not the place for that.
  8. NetMinder, I can't think up a better name so whatever ^.^

    And yes toes would be nice.
  9. See... here's the thing NetMinder. You're against the name furry, not the idea it appears, but why shouldn't we get this stuff? This is all over comics and such. It's not a "We want furries in here!" it's a we want more options that match anthropomorphic characters. And while you say this would only benefit furries...well that's nonsense. I'm not a furry and I'd love this stuff as would others who are not furry.
  10. So you agree NetMinder you just want for tails rather than other stuff... I agree i just didn't list it so :P
  11. What I want out of base customization... Sims style house construction....sure it would be that hard to do...
  12. I want... dog, crocodile, eagle, chicken, dragon, cat, etc heads. Scales and fur textues as well &gt;.&gt; gib nao!
  13. I just thought about this one...I'd really like these separated.

    What do i mean interface and world sounds...

    Well currently when you delete something or get rewarded something there is a sound, these are interface. World sounds are the sounds that would naturally be in the world of CoH...

    Why do I suggest this? because it really gets annoying hearing some interface sounds over and over again, but i like having the world sounds because they add to the immersion.
  14. Durakken

    i15 this week?

    If you read the ten ton hammer article the TF has to do with the opening of the time capsule (which was forgotten by the devs apparently till I mentioned it something like 6 or so months ago) therefor i15 will likely be out the day that the capsule should be opened or that week which is in june or july...
  15. Durakken

    A Green Room

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    Erm.


    Yes, yes there IS a tremendous difference between program languages. The fact that you'd even suggest there isn't tells me you aren't a very good programmer if you're one at all... :/ sorry.

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    No there isn't. There is syntactical differences, but that's minor and to suggest that they are tremendous is a self serving notion to make yourself or whoever told that seem greater than they are. So however you came to that conclusion it is wrong.

    As far as not being a very good programmer. I know enough to be able to program a game from the ground up so I can't be all that bad.
  16. Durakken

    A Green Room

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    Dude, stop digging that grave. You aren't a COH programmer so you cannot know that it'd be any amount of time.

    Using elements we *have* in the game, like the ability to use Splasher to change the textures within a base with a demo, that's simple - but only because I didn't program it. Using elements that aren't already IN the game, which is what I think you're suggesting, are about as far from "simple" as you can get.

    Pie is simple.

    Pi is not simple.

    [/ QUOTE ]

    programming is programming. I never claimed to be a CoH programmer, but there is relatively little difference between programming for one game and another.

    Also...i can already make my own green room, without all the features I stated, but I can do it. It's really easy to do, but also against the rules to do it or talk about how it's done.

    The only pluses that what I suggested has over what i can do now is access to NPC as characters and easier for other people to do.

    Just because you cant do it don't assume others can't. And considering I could probably do it alone i would assume that more experienced and more familiar with the engine people could do it much more quickly and more efficiently, and if they can't i should get their job.
  17. Durakken

    A Green Room

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    #3. This idea is fairly simple to execute. It is a combine of the SG base ability to have lots more than 8 people on an instance, the costume editor with unlocked full costumes that are in the game for NPC characters for that particular section, and MA. It requires relatively little coding in comparison to most of the things suggested and includes the most over all benefits.


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    Come on... you implying that you have worked with City of Heroes and its coding and that you know how to code as well?

    If not then you have no idea of the simplicity.

    Also, I never said machinima isn't a good thing out of the game, never said machinima is useless, I was implying that this feature in-game would be useless.

    [/ QUOTE ]

    While i haven't worked with CoH's code I know how to code and know that this is simple to implement.

    I'd be willing to bet if I was given a crash course in the CoH engine I could get this up in a few months at maximum and I'm not the best programmer around either.
  18. Durakken

    Power Set: Ride

    &gt;.&gt; yeah, yeah, i made a typo. oh well...

    btw, if any of you haven't figured it out this was more or less a joke as it is unlikely to happen and it would be funny to run around paragon hearing "I'm gonna ride you!" and "Ride me!"
  19. Durakken

    A Green Room

    #1. I don't make machinima.
    #2. The closer this games gets to allowing fully user created stuff the more publicity it will get in my opinion.
    #3. This idea is fairly simple to execute. It is a combine of the SG base ability to have lots more than 8 people on an instance, the costume editor with unlocked full costumes that are in the game for NPC characters for that particular section, and MA. It requires relatively little coding in comparison to most of the things suggested and includes the most over all benefits.

    #4. As far as your comment about copy right infringement. I and probably most people that would use this would not be using copyrighted chars...and even if they did, no more so than what they can already do. It's not like I can't create a superman look a like and have it in my machinima without it being deleted anyways...You can already replicate some games to a degree, like oh say, Megaman, in 3D and pass out the MA file from a website instead of using the public servers.
  20. Durakken

    Power Set: Ride

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    Veteran power choice set...

    Grow = The ability to grow to enormous size and be ridden by people in your group. And you're power gets a damage, defense and range multipliers, but lose accuracy and dodging?

    Shrink = You shrink to a size that allows you to ride on a person in your party. You get an accuracy and dodging multiplier, but lose damage, defense, and range.

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    You've got defense confused. Defense is what you term "dodging". Resistance is taking less damage.

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    yes well i use terms that make sense &gt;.&gt;



    And yes they are funny, but they'd still be cool so :P
  21. Durakken

    A Green Room

    An instance room where up to 16 players can enter and take on any form in the game and any area in the game including all one color rooms so that animatics can be filmed easier &gt;.&gt;

    Sure this could be relatively easily done...
  22. Durakken

    Power Set: Ride

    Veteran power choice set...

    Grow = The ability to grow to enormous size and be ridden by people in your group. And you're power gets a damage, defense and range multipliers, but lose accuracy and dodging?

    Shrink = You shrink to a size that allows you to ride on a person in your party. You get an accuracy and dodging multiplier, but lose damage, defense, and range.

    Ice Slide = creates a temporary ice path that can go in all directions. Allows for relatively fast transportation but hard to control and drains end fairly rapidly.

    Dragon = Relatively slow, but allows you to fly on a big dragon that you can attack with and let a limited number of other ride on.

    Not gonna happen but it'd be cool &gt;.&gt;
  23. Because that would be useful how?
  24. Yes you should be seeing that, but primarily white minions, not primarily yellow minions

    Some where along the line it switched to primarily yellow minions with a scant few white minions or none at all rather than the opposite. I don't know when this happened but I know it did.

    You can even see it more clearly with the MA cuz changing the setting of how the mobs are laid out can turn a relatively easy mission that has a mob or two ear each other to having huge blockades of mobs in one spot that are near impassible without dying several times &gt;.&gt; due to having several mob groups all in the same spot and having their levels raised to yellow/orange rather than what they should be...the white/yellow groups