Memphis_Bill

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  1. [ QUOTE ]

    That is just...so....cool.

    [/ QUOTE ]

    That sums it up nicely
  2. heh, cool... never have had Wraith drawn anywhere...
  3. Once in a while, questions pop up about the first COH video listed on the site. It shows quite a bit about the changes in the game - and naturally leads to questions about what's in the game, what's not, what changed and why.

    Out of boredom, I decided to write this guide up.

    The video is the first one rendered completely "in game" at the time, and is at low (640x480) resolution.

    When was this video made?

    This was pre-beta. If you look on the FTP site, it gives a date of 7/6/2005. Given there are *several* other movies (such as one on the Shadow Shard, which came well after) with that date... that isn't accurate. I don't have an exact date, only that this was much earlier.

    Bolded numbers are time references.

    0 - 0.12
    - Cryptic logo. Nothing special here.

    0:13 to 00:24
    - City render. Compare to how it looks now, with depth of field and other graphics updates. I really wish they'd do the "comic box" on cutscenes...

    00:24 to 00:35
    - Our first look at a hero, who apparently has Superjump and Flight, but nothing notable to me at this point other than that.

    00:40
    - Our first look at the costume and character creator.

    Notable -
    Across the top, it shows the steps, which are far different from what we have now.
    1-Stats
    2-Powers
    3-Skills
    4-History
    5-Costume (highlighted)
    6-Profile
    And "CFG" which I *assume* stands for Configure.

    Next notable item - right next to "Costume" on the main screen is what appears to be a cost of 20485. Some of this is slightly rearranged (for instance, instead of all being in one list, we currently have "Head," "Upper body," "Lower body," "Capes" (soon to be back detail) and "Auras." I'm assuming this was done to help clean up this screen a little - though the layout is much the same. Also notable is that "Eye detail" is being modified to "Lightning."

    This is the same hero shown at 0:25, apparently, with the lightning "crest" which this *might* be referring to.

    The animated background is interesting, too. The origins, at this point, were *much* different (more of them,) and had more of an impact on the game. My guess would be the background is related to the origin.

    For those who are curious, there were seven Origins. As Jack Emmett described in the dev diaries (linked at the end of the guide - worth reading
    [ QUOTE ]

    Nothing guided the player to which powers he should choose. The only limitations for powers came from the hero's origin. The seven origins determined how many powers a player could have as well as how powerful they could become. A mutant hero, for example, could have as many as eight powers, but couldn't raise them to their maximum level. A scientifically altered hero, on the other hand, could have only five powers, but would be able to raise them to a power level above that of the mutant.


    [/ QUOTE ]As it flashes through other options, you can see some minor changes:
    00:41 - boots, Geometry ("Big,") texture ("Banded 01") and Mask ("Lightning.") From what I'm seeing, "Mask" is simply "pattern."

    Also, bottom of the screen, "Save visuals." The blurred bit seems to be instructions to click for more INF... unsurprising in an early test version.

    00:46 shows "Skin head 04." Yeah... I think we can guess why they renamed that. Mask of "Cheetah," which looks like "spots" to me.


    00:46
    - Powers

    This is the section that often gets a lot of comment, with "Electricity control," "Darkness control" What has to be remembered is that these were actually picking the equivalent of power pools, with very few powers involved, according to those who ran through this (alpha/early beta.) You can see an example on this early version of the website. The first hero shown, for instance, has "Air control," "Cold control," "Core powers" and "Fire control." I'd say he's very much what turned into a Controller.

    Yes, at this point there *were* no Archetypes. No blasters, tanks, scrappers, just people with origins and powers. This has been asked for over and over. So, why was it changed?

    Per an interview with Jack Emmett/Statesman, players weren't just being flexible. They were either building "tank-mages," overpowered characters that had no real challenge in the game, or gimping themselves into unplayability. (Say, they have Flight and Invulnerability. Which is fine... they can... fly and be invulnerable. They cant' fight anything, though.) So, despite wanting to get away from "classes," they ended up with Archetypes.

    The issue, simply put, is that some had come from a pen-and-paper RPG world and were designing an MMO. Exceptionally flexible creation is automatically (in theory) balanced in a PnP game by the Game Master, who runs things and adjust difficulty on the fly so that everyone, even Mr. Invulnerable Flier, can have a role and participate. That can't really be done in an MMO.

    Or from another perspective, a quote (Sword) :
    [ QUOTE ]

    I remember Yankee Daring. He's still my favourite player-created hero. Ever. Remember the "What villains say about Yankee Daring" thread? He was ina class all by himself. Guess he quit after he realized his super strong character couldn't move and did piddiling damage


    [/ QUOTE ]
    Where did some of these go? Some ("Earth control") are obvious in what they inspired. Others...

    Super Stamina - hmm...

    Super Intelligence: Found a quote, of course
    [ QUOTE ]

    Q.How can Super Intelligence be used? How would my character be different with it, than without it?
    A.Super Intelligence will be very advantageous for skill-based heroes—those that use a lot of items. They will be able to figure out and use their skills more quickly and effectively.


    [/ QUOTE ]
    Super Willpower, Super Personality - not knowing *what* they did, I'd hazard a guess at some. The idea of Personality *might* have morphed into the Presence pool (taunts and fears.) Of course, they also seemed to have a "Fame" statistic (those of you who want to lose XP vs going into debt....)

    Darkness control - from board comments previously, sounds like Dark Miasma.

    Density Control - a search actually got an explanation of this from Tal_N:
    [ QUOTE ]
    It contained phase shift, increase density, inertial reduction and several invulnerability type defences as I recall. It was quite a limited set as I recall.

    [/ QUOTE ]Life Drain - several powers have this component. Warshades and Dark scrappers touch on this.

    Light control - No telling. Possibly Illusion ("Blind.")

    Paralysis - sounds like a generic Hold.

    Plant Control - well, we now have a Dominator set with this.

    Poison - again, we have a Mastermind set with this.

    I have to say again, these weren't powersets, but powers... at best, from what I've been seeing prior, power pools. When I'm saying "This turned into this," we're looking at inspiration or themes for sets.

    Shape Shifting - Again, not knowing what it did...

    Sonic control - finally made it into the game as a set, giving people headaches.

    Super Vision - sounds like part of Leadership (Tactics,) giving +perception now. What it did then... unknown to me.


    00:50
    - A group of heroes heading out. Things to note at 00:51 =
    - The chat interface. Rough around the edges, but, it is alpha.
    "Targetting Body" (upper left.) Yes, targettign specific areas, to a point.
    "Gest," I'm assuming means gesture. With what *appears* to me to be chat choices beneath it, if I'm seeing SG and TM ("Team?") in the bottom two.

    Next to it,t he power window - text feedback saying he's "using power punch."

    There's no enemy bars above their heads with HP and END. I'm *assuming* the bar above the power bar shows enemy health. (These look like Hellions.)

    Boxes to the right... I'd love feedback on. Is the slider a choice between "Attack" and "Style" (IE more effective, but straightforward, or more flashy but less powerful?) Same with the buttons.

    In the upper right - three bars. i'm *guessing* these were Health, End, and XP. (so these are very low level...)

    00:55
    - Enemy groups.

    This is the other thing that brings up discussion. Some of the names are familiar, some... not so much. Listed:

    Circle of Thorns
    Seraphim
    The Lost
    Revelation (from the font, I'd assume a tech/space/future group)
    The Rikti
    Twilight Men - we know them as Malta
    Nemesis
    Fifth Column
    Freakshow
    Killing Crew - a search found this:
    [ QUOTE ]

    Take this with a grain of salt, but I heard that Killing Crew was the original Sky Raiders. Thw went from blood thirsty mercs to, well, greedy government trained blood thirsty mercs.


    [/ QUOTE ]Crey Industries
    Devouring Earth
    Fear Factor
    (Also for completeness, though not seen in the clip - "Soul scavengers" turned into the Carnies. (Found under Doc_LotD.)

    Heroside groups changed, too. At high levels you got to the Freedom Phalanx, Dawn Patrol, Midnight Society, etc. for missions of the Elder Game. (Groups that didn't make it in, or were altered: Explorers, Free Company and D.E.N.A. - Dept. of Extra Normal Affairs. Easy to see what happened there.) (The_Spy_Is_Dead) )

    00:59
    - back to our heroes (and some eye popping colors.)

    1:03
    - Panning around the city, we seem to have a "fisheye" effect... given they say this was rendered in game, I'm really glad to not see this, even at 640x480.

    1:06
    - The Flip. Hero flips off a building into flight. Perhaps that "Style" slider

    1:10
    - A peek at the Fifth Column uniforms, if you haven't seen them, as they're given a good beatdown.

    1:12
    - A few other interesting things. You can *somewhat* see a targeting icon at the hero's head (apparently aiming for the crotch - what is it with crotches and this game?) Alternately, it could be something for the Alpha dealing with character cameras, as it's the character's eye level.

    Also, what is she fighting? My *first* instinct is that it's what turned into a Vahzilok Eidolon.

    1:21
    - COH logo after some fights vs Fifth Column, and fade to black (six seconds of it...)

    [ QUOTE ]

    I remember the first time I saw a Hero fly overhead and how it made me think, "This is going to be the coolest game ever."


    [/ QUOTE ] - MissInformed.

    That quote is from this thread, if you're interested.

    A link worth going to: theCity of Heroes Design Diaries (Edit - go to one of the other diary links, or use this one. For some reason, the link to all of them is borked, but they're all linked at the bottom, too) at IGN. If you want to see what's going on, or what *went* on, during design, why certain things were done one way or another, why things were scrapped - this is very interesting reading. It's almost easier to go to Diary #9 first - which is short, and "is it ready" in summary. The reason to go there first is that at the bottom, all the development and design diaries - including the (often rambling) ones from the original lead designer - are at the bottom. If you want to see the evolution of a game from "we'd really like" and "this would be fun" to "this doesn't work, we have to change," go read them.
  4. The anklet there is a nice touch.
  5. Nice guide.

    Throwing my two cents in - my biggest gripe about all-in-one mainboards (despite using a very integrated MB right now - nice little Asus number with built in wifi, wired networking and sound) is that if one thing goes... everything goes.

    Now, while this is true in some instances with discrete components (sound card, video card, network card - see also "lightning strike,") it's more an issue with everything all in one. Laptops even moreso (I go around repairing systems - laptops, unless it's a keyboard or screen, I'm normally replacing a mainboard.)

    Onboard video - don't forget to mention that in almost all cases, it takes up *system* memory. That 1 Gb RAM in your system, with 256 Mb video? Yeah... not only is the video RAM slower than it could be, but your system now has a functional 768 meg, not 1 Gb. OTOH... my old system had it, though I used a regular video card. As a testing fallback, or "in a pinch" if the video went bad... fine. I just wouldnt' game with it like that.
  6. As I've said before... anyone down in my sig is available for anyone wanting practice.
  7. Thought I'd thrown in a request at some point... apparently not... so how about Erin? ... though as always, anyone in the sig is available for practice...
  8. :P My kitty. Got her a travel power and everything. Yours isn't even level six yet (though I see ED didn't affect cuteness slotting.)
  9. <-- assumes there's going to be a key to who's who with all those faces! Though with how good his usual sketching is, we should be able to pick them out...
  10. *points to sig* Whole selection there to pick from and find something interesting... well, hopefully interesting.

    If you'd prefer having just one picked, or can't decide on one.... hmmm... Chloropsychosis, my mind/thorn, hasn't been drawn...
  11. [ QUOTE ]
    *mewls and whines!!!!*

    I promised myself no more new commissions until 2007.....

    [/ QUOTE ]

    *hands Rowrsie a cookie*

    Well...think of it this way. If they get kind of busy, you might not see the commission 'til 2007, an would be keeping your promise...
  12. [ QUOTE ]
    [ QUOTE ]
    <----me being silent until I sort out the list!

    [/ QUOTE ]

    Of course, merely typing that was breaking the very silence you were imposing upon yourself!

    [/ QUOTE ]

    Especially if using a keyboard like mine...
    *tappitty-tap-tap-tap*
  13. At first I thought the collar's shadow was odd, but realized I had the light too far to the left in my head... moved it more to the front and it made sense.
  14. Heh. I try to throw in a thanks, a comment here and there without seeming spammy - but stay limited with my comments unless something seems really wonky enough that even I can see it ("Wait, shouldn't her back leg be... you know... in back?")

    Of course, if it's *that* off, someone else has probably seen and commented, too.

    As far as pointing at the sig - I'll do that (a) if someone's saying "Give me something to draw," since I have a number of characters there to choose from, or (b) in a situation like Alex's "I have an idea, who wants to volunteer?" ... also to give a number of choices which might fit an idea better. That and, well, anyone can go there and mangle my characters for practice if they want. I know I do it enough when I have time (which, unfortunately, isnt' much, recently...)
  15. [ QUOTE ]
    <----me being silent until I sort out the list!

    [/ QUOTE ]

    *hands out feathers to everyone else*

    Ve haf vays of making you talk....
  16. *tries poking Alex, accidentally pokes Starchasm*
  17. Memphis_Bill

    Commission WIP

    heheh...

    Great piece, btw.
  18. [ QUOTE ]
    [ QUOTE ]
    *lights DonnadcH's hat on fire*
    Happy birthday, you're a candle now!

    [/ QUOTE ]

    Thanks for the birthday wishes. but i dont light on fire easily, im an ice tanker.

    [/ QUOTE ]

    That's why I lit your hat.
  19. *lights DonnadcH's hat on fire*
    Happy birthday, you're a candle now!
  20. Memphis_Bill

    Well TA...

    <qr>
    Jumping totally off topic... Su_Lin, you have one of my favourite quotes from one of my favourite shows in your sig. Only thing that'd top it off for me would be seeing someone with Vir's wave to Mordin's head as an avatar
  21. I'll just point down to the sig Feel free to take whoever looks interesting or fitting.

    (Wouldn't argue with Verge, though... but pick whoever ya want )
  22. I'd monkey around with the idea a bit more if I were you.
  23. ... Perhaps it's an antenna and he's trying to get better reception, thus the stiffness?

    Either way, looks neat
  24. [ QUOTE ]
    I know the real reason TA's been gone.




    But I want to hear some of your theories

    [/ QUOTE ]

    ... does it still involve Rowr tying him up? *ducks, runs*