SilverAgeFan

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  1. Quote:
    Originally Posted by Organica View Post
    (The belt/sash/bow thing for females for example, winds up being tri-colored because of tinting, it would be limited to two colors without.)
    The biggest problem actually with the pretinting folks are encountering is that the piece is now two color when you try to make it monochrome--especially in the bib and the bustier where we get the barber stripes. That and it can't be made white--especially the dress train which just ends up looking grey and dirty when you try.

    And to reiterate my comments a few pages back this could be solved via good workflow and properly structured source files where pretinted surface patterns, like the stripes, are kept on separate layers from modeling shadows. Turn off pattern details, export a compressed texture. Turn on pattern details, export another compressed texture. Tag and name both properly in your build. Two options. One with stripes and pretinting on the dress train. One without.
  2. Quote:
    Originally Posted by Zwillinger View Post
    It's a lesson learned in marketing of Market sales and one we'll carry forward when discussing the name for future costume packs.
    Especially since the majority of pre-marketing of this set, prior to the exclusive print release of the saloon gal concept illustration, was simply the verbal leak of the name "Gunslinger."

    That gave the more attuned and devoted player base plenty of time to ruminate on what would comprise the "Gunslinger" set. Most your marketing here was viral. I suppose with being an internet company, you face that risk with ANY set. So precise, concise evocative is pretty key for y'all.

    Speaking of which, FWIW, before people get too far ahead of themselves with the medieval/knight pack that has been mentioned repeatedly upthread, know that the ONLY confirmation we have of this are blank pieces that have slipped into live and test. And the set is currently titled "Chainmail."
  3. Quote:
    Originally Posted by Techbot Alpha View Post
    I.e. he was going to do what he damn well wanted, and the players could just lump it.
    Which, really, isn't what PS is going for these days, as far as I can tell.
    Not if they want costume microtransactions to work as a solid revenue model...
  4. Quote:
    Originally Posted by Frostbiter View Post
    The art team should just run all the concept art by us first and let us vote on our favorites. That way we can provide feedback about the direction we'd like the packs to take. Of course, I'll have a moon base with that pipe-dream too.
    Actually, had I seen the concept art, in addition to my complaints here I would have added:

    How about some mix and match pieces? Gloves with fringe? An old school rifle slung on the back? A rifle for AR? And most importantly: holsters, holsters, holsters.

    Again, unless they are seriously toying with tech that will within 15 months lead to players being able to use Maelstrom's 2 state holsters with weapons holstered and drawn, there is no reason I can think of that this set did not include at least one holstered pistol for each character model.

    I would also have advised that if dusty, rugged gunslinger is what they really weren't going for, then I would've suggested they go full rodeo or full saloon & riverboat casino. And if they did go for either of the latter, I'd suggest that they rename the set for marketing purposes from the get go.

    I am already saddened that in the coffee talk, Zwil is stating they will be making sets less unique in the future. I think the wrong message may have gotten across. I think what I stated in a prior post in this thread really summarizes the problem: The art direction should look at these concepts and think about a male and female casting and costuming of the SAME ROLE, rather than thinking of casting two different characters, one male and one female, in the SAME PLAY. i.e. How would you cast and costume a female King Lear or how would you cast and costume a male Ellen Ripley, maintaining key aesthetic and conceptual traits without simply phoning it in with straight cross-dressing. It's clear to me that somebody in the art department gets this concept, otherwise the Fusionette/Fusion continuum would not have been so well maintained. Same concept. Apply it to costume packs.
  5. Quote:
    Originally Posted by Snow Globe View Post
    "[R]eleas[e] the strumpet[!!!]"
    By order of Zeus?

    (I'm just funning with you. As I was with the image I quoted. I do agree with most everything you've posted in this thread, especially your open letter. And yes, I too think the strumpet should have been split off from the gunslinger set and both filled out and released as two full packs.)
  6. Quote:
    Originally Posted by Snow Globe View Post
    The heart protects itself. If you can't see the poetry in this, your own heart is so very cold. Cold as snow...
  7. Thanks for this.

    Re: Whips--I think it would make a fine dominator set. Would also love to see it as a controller primary/defender secondary/dominator primary. This would spread the whip love around a bit more and it would permit doms to be "pure whip" characters if one so desires. Have suggested this in the past--a set that relies heavily on soft control, stuns, and "reverse knockbacks" as the whip grabs the target and pulls them forward, maybe even past, the whip wielder.

    As far as a "fire whip set"--I'd prefer it be a general non-corporeal whip in more general: psychic chains, fire whips, energy cables, etc. I know this makes it a little more complicate regarding what sort of damage it will do. But if ranged gets varied damage and secondary effects via DP's swap ammo and melee is getting something similar via Staff Fighting's three different fighting states (or whatever they are calling them), whips could represent the place where this mechanic appears for control sets.
  8. Quote:
    Originally Posted by Zombie Man View Post
    One solution to the 2-color-only-problem is to leave out a third expected element. This is what happened with the Witch's Hat from the Croatoa TF... it left out the hair so that you could have a 2 tone hat. I can't speak for all players, but I think the majority would have wanted hair attached to the hat that was fully tintable and could have lived with one of the sections of the 2 tone hat locked to black.

    The new Pilgrim Hat has 4 sections: the hat and band which pick up the 2 chosable colors, the buckle which is locked to silver, and the hair which is a pre-tinted grey scale that picks up both the primary and secondary colors! Now, that's pretty.... odd. (Yes, blue hat + red band = purple hair.)
    The old witch hat does something unique that hardly any other hat in game does: you can use it with a full mask as a costume detail, in very comic book fashion.

    I'd like NS to pass along to character artists the suggestion that going forward (and preferably back to a few select legacy or pay-to-wear hats), while the geometry models are fresh in the oven, two versions for each model should be exported: one with hair and one without. This would then mean that ANY forthcoming stylized hat can become a "signature costume item" for more classic heroes and villains without having to try and work around the hair.

    i.e.--I would have gotten a TON of usage out of that pilgrim hat were it hair free. It is just that weird and wonderful. May get some pics later and to illustrate what I mean.
  9. Quote:
    Originally Posted by Noble Savage View Post
    We tried that for fun once, and it's not awesome. The Metallic set is about as reflective as we want to get--any more and it starts to look unrealistic. And I think that's only dialed up to around 50% or something.
    I think what they are requesting then is how about a simple skin, similar to the "metallic skin" but without the ridges so a player could in theory make a liquid metal/reflective character.

    Speaking of experiments with reflectivity, do you have the ability to apply reflectivity to fx particles? Have you tried? Curious to know the results. Thinking about shortcuts to interesting and trippy visuals here.
  10. Quote:
    Originally Posted by Noble Savage View Post
    As seen in the concept, these are meant to be shiny metal helms, so it'd be crazy not to use realistic cubemap reflection on them. Dull, non-reflective surfaces would be far less cool. That said, the artists have control over how mirror-like the surface is, and as long as it's dialed down to a reasonalble degree (I dunno, like 20%), it'll still clearly show of it's embedded color and still look nice and shiny. There's a sweet spot between too reflective and not reflective enough, and the goal's obviously to hit that mark.
    Speaking only for myself, I really like the metallic parts we have. I don't mind environmental reflections. I do dislike the pretinting that limits the hues though that some set and parts, like the Celestial Armor, can take.

    I also don't mind the way certain legacy pieces, like the CoV skulls, were given the option for matte and metallic finishes. Some generic bump maps and levels of reflectance would likely be appreciated by the player base at large. Having these in your art departments back pocket wouldn't be a bad idea--based on some sets I'd be surprised if they weren't already there though.

    In the specific case of these helmets, I'd suggest polished chrome (like metallic skin and some valkyrie parts) and a less reflective surface of "hammered steel" as an alternate.
  11. Quote:
    Originally Posted by Shadowblaze View Post
    But, we're already at the 'this is what you get, we're too busy to change anything, get back to us in 6-8 months and maybe we'll take a look at it' point, complaining anymore hardly seems useful. 30 pages here, 27 pages in the feedback topic, and they're just gonna tell us to go take a hike.
    It's mismanagement, plain and simple. Post feedback revision time is not scheduled into their workflow currently. Zwill all but came out and stated that. This is at best an oversight with the establishment of Freedom.

    The Paragon Store transforms their development model to more significantly lean on revenue streams from the sale of virtual fashion items than it has over the past 7 years. If they are going to function as a virtual fashion retailer, they need to re-examine this workflow and resource budgeting. The artists need time to address concerns as thoroughly as they did with the CoT pack. Snow Globe hit the nail on the head with the Open Letter to Paragon: Quality is key here.

    In my experiences, immediately addressing revisions can be healthy for an overall workflow and save artist time/money in the future:

    - First, you ask the artist to do revisions while a project and the working files are still pretty fresh in their mind. The edits are exponentially quicker for most artists to do when they don't need to refamiliarize themselves with their old files.

    - Second, doing revisions in closer proximity allows many artists' minds to learn in intuitive ways how they may avoid similar snafus going forward. For example, for Cheryl, this would drive home the pain that relying too heavily on pretinting in her designs can result in. Similarly, addressing the stripes on the bustle and bodice could drive home the need in her working texture files to ALWAYS keep pattern details separate from modeling shadows. And to keep said working texture files properly organized. In theory, with a solid workflow, revisiting and removing those stripes should be a 15-30 minute affair to crunch and export a new file. Obviously there is some tagging that needs to take place to get a secondary texture into a build, but this really should be doable. And it *should* be rather minimal if working art assets are built properly on the front end. These are all lessons that many artists working in corporate production environments need to learn, via training and direct experience, within their first few years in the trenches.

    - Third, and related to point two, management and marketing owning up to this poor release (at least internally), regardless of who goofed or provided unrealistic expectations or demands upon the artists production schedule, allows management to start immediately setting more realistic schedules. If your artist always grossly underestimates their production schedule by 33%, overbudget that time even if you don't tell them. Learn your lesson *now* and start scheduling revision time at the end of each costume set cycle *right now* going forward. And if marketing says no--push back and let them know why. Management and marketing need to learn and adapt as well for the longterm health of any studio (regardless of industry).

    Edit: and for the love of gob, management and marketing need to get real about the absolute need for post consumer feedback revision time in their scheduling. It should at minimum equal 15-20% of the time budgeted to any art based cash costume release.
  12. Quote:
    Originally Posted by Bright View Post
    (This is what I ended up with for the Bride, by the way.



    It did use the bow, top and neck piece even if the bustle didn't work out. She looks a little like loli-bait, I'm afraid... which is a whole different can of worms. People are going to start accusing Nemissary of being a perv at this rate. o_0)
    Not bad. Your inability to use the new bustle (and cape train) in white because of the pretinting demonstrates precisely my feedback with images on the previous page.

    I also think this character demonstrates an example of a costume that could benefit from the option I also suggested in that same post: a version of the new bustle sans cape train. Those bows would carry her decorated bridal look even further. Especially if the bows could be colored a nice accent color, say pink or powder blue. Further, such a bustle would allow one to mix and match the new bustle (without the cape train) with the original wedding back bridal hair with the veil cape.
  13. Took some time to play with the pieces in the CC to push it and see what I could come up with. Feedback after first batch of images:

    Big Zoot, a cuddly Ben Grimm-like hero known for his tastes in fine menswear, gets a B-Boy street look.


    Turbo Lass, a teen heroine with a range of patriotic and prismatic looks, gets a retro patriotic centennial outfit.


    Midnight Gambler, an evil loner still living after having sold his soul to the devil over a century ago, gets new pistols and new sleeves. But the rest the male parts are just too corny for his bad ghostly self.


    Malignant Avarice, a animist aspect of greed itself who has socialized amongst the elites of every age, gets a modest update to her Antoinette era outfit.
    Feedback on the pack as live
    • Pretinting really gets in the way of mixing and matching these items. Almost nothing in the pack can go white (or very bright) other than parts of the pistols and the female shirt and puffy sleeves. The female collars, bodice and train are the most guilty offenders--especially since you'd think these parts SHOULD be able to go fully white.
    • The bullet belt is broken. It does not track physique scaling at all. If you have a low physique setting, it hovers around your waistline. If you have a high setting it gets buried in your torso.
    • The geometry on the huge version of the jacket is bugged. Look at the back of Big Zoot. The lowest strap floats above the rivets and the shadow in the texture. This is very clearly a bug.
    • The corset/bodice from this pack is available in tight tops, tops with skin and shirts. The corsets from the prior packs, Steampunk and Barbarian, are not available at all in shirts. Why? Seems like the cupless corsets from those packs might work well with this shirt. Yet you didn't tag them for availability. Again, why?
    • The mandatory striping on the belt & train bib as well as on this bodice with tintable back laces hinders the versatility of this piece greatly. If you go back to make another skin that is not pretinted and "dirty", also make one that is without striping.
    • A solid version of the chiffon hair bow should be available, both with and without veil and with and without skull.
    • No male boots with spurs without specific pants? Weak.
    • No female boots with spurs with pants geometries? Weak.
    • Not being able to tint the cuffs of one version of the male sleeves makes that part very limited in use. Requires a white shirt always.

    Edit: Additional ideas to retrofit these pieces to ramp up versatility of this pack
    • When revising a non-pretinted, non-"dirty" version of the bodice and belt/train, consider making one half the stripes accept costume color A and the other half accept costume color B
    • Make a version of the bustle sans cape train. Make sure this piece is tagged properly to permit characters to use capes, veils or the magic pack bolero. Make sure this piece also includes all three textures: original pretinting, two color stripes, sans stripes. The bows on the back and side of this bustle alone, especially with a non striped bib would probably greatly increase both sales and usage of this pack.


    "Looking Forward"

    This pack more than any in a long long time strays from notions of versatility in individual parts. These parts, due to pretinting and highly specific patterning, simply do not play well with others. There were many no brainer small things that could have been done, several listed above and likely only 2 working days of production to execute, that would have added tremendous value and versatility to these parts.

    Again this appears to be a problem of short sightedness or poor policy in terms of management.

    If you can't provide us the players the range of costume options we ask in exchange for our cash, we will first try to approximate them as we can with a mix of old and new parts. The character creator, when it works well, is a tremendous creative tool and next to your "community" it is one of the biggest assets of this game. The many missteps in the Gunslinger release undermine that asset and some of your customers enthusiasm and hopes that it will only get more robust going forward with Freedom.

    As Snow Globe and others have asserted, quality is key here. And versatility of any given release is one common metric your paying customers use to measure that quality.

    And though I like some of the tweaks to existing character costumes above (I was also able to tweak 5 other characters which I may post later given more time), I for one will not be buying this pack at the very least till the obvious bugs are fixed. I am also considering waiting to see if any time is spent going back and cleaning up the pretinting that prevents light and bright coloration of a majority of the pieces in this pack. Looking forward, I think you guys really need to schedule some time to simply "go back."
  14. Quote:
    Originally Posted by Oedipus_Tex View Post
    I colored him green to reduce the shock value, but for anyone who thinks leather chaps and a harness aren't stripperific, take a glance.
    He needs a good troll name. Seriously. And an AE arc.

    Edit: But I would have gone with the Barbarian bracelet gloves instead. Those are an option for males, right? Or am I misremembering?
  15. Quote:
    Originally Posted by Zwillinger View Post
    Same thing goes for male >>> huge. Each "port" is in all actuality a new costume piece from the ground up.
    The art team's work flow needs to be reviewed then. There are all sorts of tricks and transformations that would allow at least for subgrouping assets that can be cut, pasted and resized. Some elements will of course need to be redrafted. But geometry points can be modified and regrouped in many industry standard software packages, whether you are working for cinematic animation, games or manufacturing.

    Speculating from an outside but not entirely inexperienced vantage, going from male to huge should in most cases only take 50% of the time it took to make the original.

    Workflow and file structure are pretty key for this stuff.

    Comments like this have me wondering how old working files of assets are archived and what multi-artist project standards if any are being employed. In theory, your assets should be well managed and structured enough that two years after his leaving, any new artist could crack open one of Jay's old 3d files and within 15 minutes have a good handle on the build of the object and how to edit or modify it efficiently.
  16. Quote:
    Originally Posted by Zwillinger View Post
    To elaborate, Jay joined his friends start up. He had been with Paragon/COH for over 7 years and contributed greatly to the artistic development of the game, in fact you're going to be seeing the results of his work for some time to come. It's also worth pointing out, CoH was the only game Jay had worked on in the gaming sector, so it's understandable that he'd want to broaden his portfolio and experience a bit more.

    Basically, he couldn't tell his friend "no" anymore and made the leap over. We certainly miss him and wish him all the best. Good news is, we still have two very experienced and veteran artists with both Eric and Cheryl and a new addition joining the art team soon.
    Thanks for the update. Best to Jay in his future ventures. 7 years at any one station is a long stretch.
  17. Quote:
    Originally Posted by TrueGentleman View Post
    One of the selling points of the Paragon Market, as Noble Savage pointed out, was that it was much more flexible about adjusting and expanding existing costume themes than the old Super Booster series. If the Magic Pack can't be revised, for whatever reason, then the art department can create a heavy jacket for the female model that can serve in the place of the Baron jacket. If the Barbarian Costume Set is untouchable, then David or Cheryl can devise fantasy leather armor pieces for females to complement it. Etc., etc,. etc.

    Plenty of players would be happy to put their money where their mouths are when it comes to these complaints about the lack of equivalent female costume pieces, but at present, we don't even have that option.
    To that point, if the pretinting on this set were fixed AND two new sets: a gunslinger for her and a gambling man for him were introduced and priced at 200 pts a piece and a pair of holsters (single gun and double gun) were thrown in for good measure (even at an additional 40pts each), I'd buy it all. 880 pts. total. 400 for the original pack. 200 for the "fill in the gaps" costumes. And 80 pts. for the gun belt variants.

    And Zwill, as you gather feedback, please for my part, make it clear to the artist Cheryl that this is not a criticism of her hard work. I think the modeling and texturing, given the game engine restrictions, is quite good on these elements (and the attempt at a dress via belt bustle and buttskirt tech is laudable). I think the faults here lie with management: not addressing pretinting concerns early enough, not recognizing the divergent gender based themes soon enough in this pack to split it into two full packs, overlooking the inclusion of proper gun belts, etc.
  18. Quote:
    Originally Posted by Lothic View Post
    I never bothered to see that movie but yeah it does look like our Devs were "inspired" by it in this case. Too bad they weren't inspire by something like this instead:
    Love that look. Really wish we could have gotten holsters.

    Considering the chunkiness of the police belt we've had for several years, still not sure why we didn't.

    The only justifiable reason would be because the devs have something like Maelstrom's 2 state animated holsters (with guns holstered and drawn) in the works. But I really really doubt that.

    In fact, if these parts need to be teh sexay, the secondary belts on many holsters that go around the upper thigh sjust below the buttocks have the same lifting and accentuating qualities that chaps do for both him and her. Maybe moreso. Probably why they often get worked into neo western film costuming...
  19. Quote:
    Originally Posted by Stormbird View Post
    Yes, hyperbole. Lots of it.

    All these were sold to you several years ago. They're no longer made. Everything else? Well, here's the sum total of womens-wear store merchandise:

    Think you'd be a little miffed if those were all your choices?


    That's what's being said here.
    In before this post gets a big mod edit. But must say that last photo--those football "uniforms" look hilariously uncomfortable. Talk about wedgies! Ouch!
  20. Quote:
    Originally Posted by Arcanaville View Post
    And what species of miniature bovine did I assassinate to get those little cow skulls?
  21. Quote:
    Originally Posted by ArcticFahx View Post
    We're complaining about this outfit making characters look like prostitutes because it is an outfit most seen in a house of ill repute.
    Some are complaining about that. Me? I'm fine with that to be honest. I'm fine with the temptress aspect. As a stereo type it exists in wide ranging pulp fiction in general.

    But for me, as I've stated several times in several ways throughout the thread, it's about a divergence of implied roles, tactics and powers in the two different costumes.

    A temptress or harlot recast as a super hero or villain has male counterparts, some sexualized some not. Regardless, the archetype carries with it an implication of distraction, seduction and or deception as a tactic. Look at the pinstripes while I rake you over the coals sort of thing. (Again, I think the riverboat gambler the more fitting period counterpart to the saloon girl we got here...)

    Meanwhile, the gunslinger, as an archetype in my mind, is about grit. I've already used the word rugged to describe this character. This sort of character, though there are the Marty McFly exceptions, may be stoic but is not necessarily deceptive. They get by (or is it "git by" in this case?) on their stamina, constitution and will. The traditional gunslinger hero (and arguably even the villains) can be taken at face value--which is the opposite of a character that relies upon deception or seduction.

    Risking jumping down a well of gender based literary critique, that sort of ruggedness, when championed in a female character can be quite compelling. It's arguably the central basis of both the book True Grit and the subsequent films. "Little prairie girl can't be tough." "Whoa. Little girl is tough." Or the story of Calamity Jane. Or Joan of Arc. Or Coco Chanel. Or Amelia Earhart. Etc. And many female characters in recent pulp narratives are cut from a similar cloth of tough, rugged, can-do exteriors.

    From me, this is not a screed against overt female sexuality or the lasting realities of the male gaze. Both of those are worth celebrating and folding into characters. But there are also legitimate and worthy characters to be found that go against those grains. The female gunslinger is one such archetype IMO. So this is a headscratcher where the art direction and branding meet.
  22. Quote:
    Originally Posted by Primary_Unit View Post
    It's just that I've never made a character who would wear bones, so I don't get it.
    I have... something of a Kraven the Hunter with several twists. Swapping gender, race & ethnicity to create Big Game Bakhhita, an African National who... well... hunts.

    That being said, I've wanted more skulls. The single shoulder legacy skull we have from CoV is a bit too Alien Resurrection at this point IMO. But I've never bothered requesting the bits as I thought it were simply too niche, especially with how many skulls we do have.

    That being said, she has little use for much of the gunslinger set except MAYBE the gloves as she maintains much of Kraven's air of brutality and grittiness. IMO it helps make this particular gender swap work.
  23. Quote:
    Originally Posted by TonyV View Post
    Jay's not there any more.

    I wouldn't lay all the blame for not liking a costume set on that fact, though. Every set that's ever been released has had complaints. I chalk it up to, "You can't please everyone." Unfortunately, it's not very often that people make a special point of posting approval, only disapproval.
    Did he leave just after the 12 hour livestream? I recall him being a guest for during that.
  24. Quote:
    Originally Posted by Grae Knight View Post
    So if they changed the name of the pack to Old West or something similar this whole thread could be dropped? I know I would have issue if they did not have the bar maid outfit in the set.

    I bought the set but found the male Gunslinger pieces lacking.
    Hence my suggestion upthread for the project managers of these releases to look more carefully at the concept art and ask whether it is a complete, equitable release or if they are in fact looking at two distinct but adjacent themed costumes.

    Ideally, these themed sets should represent female and male costuming for the *same* role. Not two *different* characters in the same play.

    If the concept art in fact does portray two compelling, but distinct characters or roles, then perhaps the project manager should instead split the two and say "Awesome. Now give me a female version of that *points to Marty McFly* and a male equivalent of that *points to saloon girl*"

    As I suggested, the equivalent of the saloon girl would have been the riverboat gambler male/old west barkeep/piano player--straw hat, arm garters, silk vest, etc. And the female equivalent of Marty would be some sort of Annie Oakley, with pants or long leather split skirt with fringe.
  25. Quote:
    Originally Posted by Rubberlad View Post
    FYI, I just opened a chinese fortune cookie and read the following:

    "You and your wife will be happy in your life together."

    So you see, its not just CoH that is culturally ignorant. Although I'm sure my husband will get a kick out of this fortune.
    Best fortune I ever got:

    "A romantic evening ends abruptly."

    /sidetrack