-
Posts
1262 -
Joined
-
Quote:Agreed. Introduce a solid base of options for free, like weapon and power customization (both character customization components that were introduced later into the game). And then supplement this base with elements included in boosters.Agreed that it should be included for free. All the previous packs are cool but not (I know nothing is, shush) 'necessary'.
Backpacks and holsters and armoured back details (looking at YOU Vanguard!) should be built in if the tech is finally possible.
And added to this list I drop in my perennial mention of the need for chemical tanks for the back (with various symbols-flammable, bio hazard and radioactive all leap to mind). Including a model with a clear window into a color tintable fluid in the tank with animated bubbles rising (think the War Hulk cockpits). Fine with this being in a booster pack since it sounds like a premium item.
But stuff like the dynamite and cash satchels already in game should have been made available years ago. -
-
Quote:There are several pretty obvious themes not included in this pack actually:Avatea mentioned that some ideas had been held over for inclusion in a upcoming pack.
An Undersea Pack or Cold Blooded Pack perhaps?
- Simian
- Bear
- Aquatic
- Amphibious
- Rodent
Not to mention a wider range of avian types aside from raptors, i.e. black bird, dove and tropical bird bits.
EDIT REGARDING BIRD BITS: Just read the intrepid informer post regarding the pack. Sounds like the bird beaks are details which may mean the hooked raptor beak is not alone. A good raven beak and a good tropical beak would be welcome. Hopefully we also get a few crown feather details (that ALSO can be used with human heads with hair or full masks?!? please oh please oh please!!) OKAY BACK TO THE REST OF MY POST PRIOR TO EDIT.
Don't get me wrong. The pack looks great. I was sold at [beast run]. Not sure how many parts I'll be putting to use on my characters right away, but I'm glad it exists and I'm sure in time I'll find good uses for elements. (Speaking of which--if any devs are reading and they haven't--the new patterns can be thrown into the capes section. That I would definitely use right away!) -
Depends how one counts the items.
Do genders when the geometry is unique count? Female vs. Male vs. Huge cat head for example?
Does the cheetah pattern on the head, body, legs and lower legs count as four or just one item?
And how many details are we getting? Bull horns? Nose rings? There are at least two types of ears for the cat head. etc. -
My only beef will be if those snarl sounds during the video play constantly while beast run is active. Wanted to use that run on some less animal more vigilante style characters. But on a non-beastly character, that sound just makes me think of serious adenoid problems.
-
Still waiting for an official fix to this so driver rollbacks aren't required.
In the meantime, did a full reinstall of the game from my CoV disks with the long download time (unrelated issue but what is with the update server's crazy slow speeds these days?). This resolved the missing textures on the bulldozers redside.
Still crashing on those level 25+ characters. Can speak with most contacts unlocked at that level. But I crash out when speaking to the i19 arc contact: Vincent Ross
Shouldn't have to rollback drivers to play the game. Would like to know if a fix is in the works for this or not as this crash makes several characters essentially unplayable at the moment for me. -
-
Update to my running tally:
- Costume Elements (should be getting 60 total. do genders count towards this?!):
- Eagle Head (1st facebook tease)
- Monstrous Eagle Talons (1st facebook tease)
- Feline Head (Alignment emote announcement)
- Cheetah Pattern (Alignment emote announcement, reinforced via renamed Cheetah pattern to Cheetah 1)
- Canid Head (2nd facebook tease)
- New Full Fur Pattern (2nd facebook tease, can anyone confirm if the Gamereactor images feature new fur or existing fur? not so familiar with the old pattern admittedly)
- Ragged Wolf Tail (2nd facebook tease, name is more visible than actual costume piece, visible in Gamereactor images)
- Tiger Pattern (implied via recent renaming of Tiger pattern to Tiger 1, confirmed by Gamereactor images)
- New Monstrous Paw Feet (Gamereactor images)
- Cow Tail (facebook silhouette teaser, Gamereactor images)
- Bullhead with Nose Ring (ring and horns may or may not be details) (facebook silhouette teaser, Gamereactor images)
- Rounded Cat Ears (pack cover at Gamereactor)
- Pointy Cat Ears (pack cover at Gamereactor)
- Lion's Mane (pack cover at Gamereactor)
- Auras (2 total):
- Fleas (Massively article, no image)
- Beastly Rage (Industry Gamers article, no image)
- Powers:
- [Beast Run]
- Emotes:
- Sniff (Massively article, no image)
- Hiss (Massively article, no image)
- Savage (Industry Gamer article--I question this as maybe a typo. Savage may be a modifier of the two emotes above as the article states we'll be getting 6 emotes including the four /cce's below)
- Costume Change Emotes:
- Feather Fly (Massively article, Gamereactor image, clairfied as /cce in Industry Gamers article)
- Fur Burst (Industry Gamer article)
- Fur Fly (Industry Gamer article)
- Feather Burst (Industry Gamer article)
Let me know if I've missed anything and I'll update this post. - Costume Elements (should be getting 60 total. do genders count towards this?!):
-
Including those claws? Been a while since I played a claws character. But those look new to me.
-
Wishing you guys luck yet again again with those monsoons that followed the cyclone. Saw that Toowoomba is back in the drink.
Oh and luck to Sri Lanka... and South Africa... and New Zealand. 4% more moisture sucks. -
I'm happy with what's in the pack.
But the three or four areas that I'm probably most interested in aren't being touched from the looks of it... at least in Animal Pack 1...
Frog feet. Fish bits. Tropical bird feathers. Raven and blackbird parts. Still will be getting it. Beast run. Useful tails. The cow tail is awesome. The tiger and cheetah patterns are awesome. The rest of it is awesome, but not sure I'll be using it. But at least if I'm teaming with anyone, I'll most likely be enjoying how their character looks. -
Speaking as someone with what now is a 20 year career in the arts--mostly gallery and museumy stuff with numerous side stints in various commercial arts when the fine art couldn't subsidize itself, the BIGGEST problem with any articulated art criticism is that the reasons why we dislike bad art are never universal.
But I don't mean universal in the manner that you might be thinking. One artist or another may be widely reviled. (I think George Lucas has done a wonderful job of working himself into this corner in the past 15 years as well.) And the reasons for their unpopularity may very well be as universally held as all the aspersions flung towards Mr. Leifeld. BUT a good artist--nay--a GREAT artist is one that takes those very same articulated prejudices (you can't make draw people without feet/with pea heads/tons of pouches/bad poses/etc. etc.) and turn them on their ear make great works with all the same constituent elements as the artist you hate. And there in lies one of the great mysteries of art. It's all in the aggregate.
To go back to an analogy used up thread about knowing good food when one tastes it: a lousy chef can take the best ingredients and make a terrible meal. But food doesn't need to taste as bad as it does sometimes. Often, a great chef can take those same ingredients and make an orgasmic taste sensation. (But there was one cooking fail show--early Gordon Ramsey--with a restaurant that had prawns under chocolate sauce as its "signature dish." I can't really see how anyone could redeem that one... Who knows. Maybe Wylie Dufresne could.)
Anyways, point is, it can be useful when critiquing art to clearly and honestly articulate what it is that makes something work or not work. But when it turns into a semantic back and forth over the words, it falls further into the realm of critical theory (ugh.) and then becomes quite vulnerable to all sorts of games of word logic to prove or disprove one's original position. And THAT is where I tend to abort when it comes to art criticism of any sort.
As many have said, Leifeld is fairly widely reviled as both an artist and a public figure. For many of the reasons already stated. But no, those criteria by which he is deemed a lousy artist do not universally mean that anyone with similar distortions in their work are also equally lousy artists or so lacking in people skills. Basically, most people arrive at those criteria the same way. They internally know they consistently don't enjoy the mans work versus what they expect or hope for from a comic book. They are not pleasantly surprised. Nor does his unique style grow upon them. And upon self reflection, they basically land upon many of the already outlined traits as things that make Leifeld's drawings different from others in his genre. But the true source of why he's soooo bad will remain as large a mystery as the sources of Rembrandt's and Shakespeare's genii. -
Quote:I was going to post a link to info about Illyana Rasputin as an example of mutants and magic mixing in a "competing publisher's mythos" (?). But alas, as I read through, I see that Marvel retconned away her mutantness. IIRC, in the 1980s when Marvel published some good comics--like the original New Mutants--her proficiency in Magic and I think her dimensional teleportation were connected to her mutantness.Out of curiosity, shouldn't it be impossible to be a Mutant, Science or Tech origin Demon Summoner?
When she was abducted/accidentally teleported to the wrong dimension as a child, she was raised by a demon and eventually returned to her primal earth as a tough-girl master of some of those demons. So while the demon summoning(her sword and armor at least USED to be summoned)/control/battling was related to sorcery, her initial powers that set her on that path were those of a mutant.
But alas, then the '90s happened and the sleaze machine that marvel became turned her from a tiny waif one might identify with (all the original new mutants were quite easy for many teens to identify with), she was transformed into a melon boobed bikini clad pornstar looking sorceress and all her mutant origins were retconned away over two decades of pretty consistent abysmal writing.
Anyways, point still stands, with a few narrative gymnastics, one CAN come up with reasons why one's mutant/tech/science origin character is cavorting with demons.
In a similar twist (though not specifically demon related), I have a villain that looks like a perverse cross between Dr. Strange and Myxlplyx. His kinetics powers are all based around "luck." But he's neither magic nor natural in origin. Rather, he's a former grad student who while doing a residency at the Talos Accelerator (yes, a personal twist in my own local lore--I've placed a particle accelerator UNDER Talos Island. And several of my characters do or have worked there)--anyways, during his residency he helped discover a new sub-atomic particle that is the source of what humans know as "luck." Scientifically inaccurate nonsense? Absolutely. Out of place in a classic comic book universe? Not in the least. -
I find a Spanyard, especially one in the revenge business, often makes a fine partner for a brute.
-
Quote:As a die hard spidey fan from way way back I feel obliged to correct this characterization of the... um character. (Yes, I own copies of ASM #42 and #50, featuring the first appearances of Mary Jane Watson and King Pin respectively. Not to mention far far too many books beyond that.)Hmmm...dodging like and cortorting body like Spider-Man (can be blind-sided, is just very agile), <snip>
The first three films barely touched on it, but for decades, one of Spiderman's MANY powers beyond his agility and wall walking was his signature "spider sense," a sort of vague precognition that would warn Peter Parker of imminent physical danger.
I realize this is a geeky nitpick entirely tangential to your points. This additional power makes Parker in no way a god, BUT as a decades long fan of the long running mythos I am saddened that this aspect of the character was for the most part written out of the mainstream films (aside from a few moments in the first film where it is hinted at via some time changes and audio cues played when we are sort of inside Parker's head just before an action sequence begins). Plus it gave the artists this great excuse to draw these wonderfully graphic halo of black wavy lines around Spidey's head.
Okay--back to the subject at hand.
</geekmoment> -
-
yeah. I'm quite eager for a red cap like "burrow underground and erupt from below in a new costume" type emote in particular for my Moleman. Can't think of any others that immediately say "beastly" to me.
Maybe a cloud of fur or feathers and some hissing or squawking noises? Dunno -
Quote:Unless you are after a few of the secondary stat boosts that pool together in some of the very rares. Support characters with a wide range of buffs, debuffs, etc. will find those quite useful. For example one of the top tier musculature enhancements would be great for a dark/electric defender, getting a boost to BOTH to hit debuff and endurance effects.I don't think the Very Rares are worth it.
Looking at the numbers for example, it looks to me the biggest leap in power will be going from Uncommon to Rare simply because of the level shift.
In the case of a character I decked out with an Rare Musculature, they'll only gain maybe 4-5% more damage moving up to a Very Rare, if my numbers are right. Unless the Very Rares are sporting a +2 Level Shift (un-freakin' likely) it seems very anticlimactic considering how much more the Very Rares require.
IMO, they're just not worth it unless the Very Rares ignored ED completely or granted an additional level shift or something.
. -
Quote:Honestly, I'm only marginally "into" the canon explanations of any in game mechanic. They tend to feel corny and hackneyed. Power proliferation and AE being amongst the worst offenders and mechanics like leveling, med porters and influence amongst the better. Either way, I tend to ignore those structural elements and make concepts that feel as "comic book-y" as possible.I guess the real question is "anyone out there that is willing to stick by their character conception and not have a character become an Incarnate based on that character conception (... unless it was part of their orginal character conception to be a "god" or become a "god" when the character was created)?"
My simpl answer to your question is "Nope. Everyone that gets close enough to become an incarnate will."
The longer answer: I'm not too into the storyline about being touched by gods. It far from fits most of my characters. BUT this is yet another system, similar to inventions, that allows me to make some pretty severe concepts, some of which are not as forgiving to play. The more playable each severe concept becomes, the more fun they become. I had over half a dozen non-stamina (non fitness at all actually) characters prior to inherent fitness. I wouldn't have given up their extra power choices for stamina, but I do welcome the change now that everyone gets fitness. Similarly, I welcome with open arms and eager mouse clicks the range of customization that the incarnate system permits. -
Well all told so far we know we are getting at least the following with this pack:
- Costume Elements:
- Eagle Head (1st facebook tease)
- Monstrous Eagle Talons (1st facebook tease)
- Feline Head (Alignment emote announcement)
- Cheetah Pattern (Alignment emote announcement, reinforced via renamed Cheetah pattern to Cheetah 1)
- Canid Head (2nd facebook tease)
- New Full Fur Pattern (2nd facebook tease)
- Ragged Wolf Tail (2nd facebook tease, name is more visible than actual costume piece)
- Tiger Pattern (implied via recent renaming of Tiger pattern to Tiger 1)
- Powers:
- [Beast Run]
- Emotes:
- currently none known
- Costume Change Emotes:
- currently none known
Not seeing anything strikingly new in the latest teaser such as hints of furry or feathered cuffs or collars. And the emotes all look like ones we already have. But even based on the inventory outlined above, it seems to already be a robust pack. - Costume Elements:
-
Quote:Ahh thanks, D_R.Stargazer has been there for a while - I have it on several characters, actually.
Michelle
aka
Samuraiko/Dark_Respite
Nice catch on the tiger and cheetah pattern renames. We've already seen what the new cheetah pattern looks like--quite nice IMO. In many ways, an improvement over the old one unless you want to go all 80's neon bad animal print. I'm now excited to see the new tiger pattern.
And I also first saw it as Dr Mechano has it there, on the sightless mask in black and white. Funny.
As an unrelated aside, really wish we had a version of the sightless mask with much less emphasis on the wrinkles around the nose and mouth. Some of those full mask patterns are really exciting and graphic when black is selected to mask out any of those texture details. Wish I had an option to make as graphic of heads for some characters while using more vibrant colors. -
So fellow speculators, when do you speculate we will see this booster on live?
I'm personally betting soon after the spring fling starts. Waiting for a PAX East reveal seems a little bit too long. -
Love the images linked up thread.
For a run like this, I'm personally bullish on the name [bionic run]. Something that lands between those images of classic speedsters and the way the two antagonist terminators moved in movies 2 and 3 when sprinting. The jumps should not involve flips IMO but look more like either hurdling, long jumping or if it was possible with the current engine, a hand plant into a solid steeple chase style leap.
Also bionic run's idle should be stoic, sharply looking from side to side--befitting either a cyborg or a golden age style hero. -
Was working on a new costume and saw a mask pattern that was new to me under full masks:
Stargazer
When did we get this? And how did I miss it. It's nice in an Alpha Flight sort of way. -
Quote:Sexy Jay is still here. See the transcripts from his holiday monologue teasing what may be in store in 2011. He supposedly has had a hand (not sure how big) in at least some elements of the beast pack. He was credited with the first wolf/fox tail slipped into the mutant pack.I miss Sexy Jay and BaBs because they knew that while making the players happy is the right thing to do, making your game look slipshod and embarrassing wasn't the way to do it.
BaBs, though he did many great things for CoX with being a strong behind-the scenes advocate and heavy lifter for the current power customization system, had nothing to do with the Ninja Run animation. That was a newer hire, whom if I have my facts straight, still does not have a red name on the boards.
Edit to clarify: what I'm getting at is the same animator who midwifed Ninja Run may also be entirely behind Beast Run.